Hey guys.

Train's a rollin'

Forrest is currently rigging MORS, and I've been vastly expanding and modifying the combat engine.

The rigging is going well, we ran into a minor problem with the skeleton being too small, but that's an easy fix. So we should be good to go soon.

Along with that, I've adopted a new method of gaining combat momentum by giving you two basic combos to lead into the rest of your attacks, so you can either start slow and work your way up in speed, start fast and slow down, or start slow and end slow, or start fast and end fast. You mix and match your punches and kicks to activate different moves as they become contextually available.

It's pretty dang neat.

We also picked up an artist who's going to be hooking us up with some crazy environmental art:

Although this picture in particular is insanely early. I'm just showing we're actually going to have like, graphics soon. Isn't that awesome?

Anyway, that's all for now. More to come! Stay tuned! Saturday updates are now full throttle again.

Truly yours, Circadian

While our regular Saturday Updates still won't be resuming until next Saturday (May 31st), I'd like to discuss a little more about what We Shall Wake is and where we're taking it. I often get E-Mails and comments on YouTube asking what it really is. 

This has changed a lot since the last time I made one of these posts, so I'll elaborate on it carefully.

First of all, I'd like to mention that Circadian isn't just me, we're actually a couple of guys developing the game. I'm Brayden; the director, gameplay and logic programmer, sound programmer, and animator. My best friend and partner is Daniel, who is the graphics engine programmer (and his work alone amounts to all of the different things I'm doing for the most part).

We also have two modelers and a concept artist at the moment.

One of the things a lot of people complained about with Demo 5 was that it was hard to play. As in, the AI was too hard, the controls were difficult to understand, and it was a tad rigid. We also got complaints of the animations being too fast to really enjoy. I actually agree on a lot of this points, so I've gone back and touched up a few of the animations and even made some new ones to make the combat crazier than it already is.

So, what's my new philosophy on directing the game?

First of all, I need to make the controls less of a hassle to use. I want anyone to be able to come in and mash and be successful at playing - but I also want a high skill ceiling for anyone who actually dedicates themselves to learning the system.

This will be achieved with dial-based combos being used in cohesion with Devil May Cry's more "command-based" approach to combat. Which means certain attacks will be chained together, and others will always be available. So, in example, you do your new ground-based combos that can lead you into the air after about the fourth animation, or you can automatically activate your "high-time" move about two attacks into that ground combo.

It's like Kingdom Hearts meets Devil May Cry. At least that's what I'm imagining.

As for the movement, a lot of people also complained about the controls being too difficult, and that the game, in general, was too fast. I won't be changing MORS' running speed, but I will make the launch slower. Which means his speed is going to start off slower, but build back up into the max speed that was already set in place. That way he doesn't just explode off and make it hard for the player to adjust.

We Shall Wake is going to be an action game with exploration-aspects; each floor is generated with its own communities and events, and you'll be free to explore and watch the various AI personalities interact within these environments. There will be various factions at war, and it'll be up to you to decide which side ultimately wins. I want you to feel the combat, I want you to feel like an unstoppable force of nature unleashing its wrath - but I also want there to be a challenging aspect to the game. I'll just have to keep experimenting until I find this balance - but I will find this balance.

I'm not looking to do anything revolutionary with WSW, I just want to make a fun game that anyone can pick up and have fun with after a hard day at work. And that's all there really is to it.

Lastly, I've gotten some E-Mails and comments asking if we have a kickstarter. We do not plan to make anything of the sort, but I'm going to look into alternative methods of ways for anyone who's interested to financially assist the team. I don't believe in free handouts, so I'll have to think of a way to compensate you guys for anything you give to us.

Until next time, men.

Oh, and here's a little something extra.

Good afternoon  fellow crazy stylists,

The team has finally decided the route we're taking. We have a lot of things planned, and thanks to some minor publicity we got thanks to the TwoBestfriendsCast, we were able to expand our team. So, thanks you guys, it really meant a lot to us.

We'll be taking a faster simplified approach to the combat. Realize that the simplification isn't necessarily bad, but also realize the current system is very complicated. I'll be implementing more dial-combos so you button-mashers out there can have just as much fun as the control freaks can with the combat engine.

Weekly updates will resume on May 31st. We'll be having a lot to show, and demo 6 is going to blow you away. 

Until then, hope rides alone.

The demo was released Wednesday, and after some bug-fixing with /cgg/, I'm glad to make an official post announcing it's completion.

You can download the game on the Downloads page, like last time. It contains a manual and numerous resources to show you how to play. Along with an ingame tutorial.

For inquiries regarding the demo, you can reach us at weshallwake@outlook.com.

If you'd like to contribute to the bug-fixing, feel free to send the log.txt file the game outputs along with a brief description of went wrong to that E-Mail address.

We will be taking the next week to regroup and decide how to move forward with the game, so there may be a lack of updates for a while. In the meantime, enjoy the demo!