Creatures: Algabast As we continue to develop Galactic Keep: Dice Battles we'll post images and descriptions of the characters, places, species and technologies to be found in the game here, in this thread. We thought we'd go into a little more detail on some of the creatures to be found in the game! These are 'algabast'. They are pack animals that survive by absorbing various types of energy from their environment. They flock to stations/outposts in certain sectors of the galaxy and pose a huge annoyance, disabling small craft and sapping much needed energy stores. If ships with algabast stowaways are spotted (they are easily identified in scans) they are normally turned away and not afforded dock space. Algabast Broodling(v1,2) The algabast are a hardy species of space-faring, energy absorbing creatures that feed on biological and electrical energy. They release energy in focused tones as a means of defense and communication. Algabast Warrior (v3,4) As the algabast age, they become more proficient at absorbing energy. They also become more precise and effective with their attacks. The ones that survive past the broodling stage must be hearty. Algabast Father (Special) Within the algabast pack hierarchy, males are in a constant fight for supremacy but there is usually only one ‘father’ within a tribe. This individual is certain to be battle ready and supremely powerful.
I think their heads are further back, the blue thing is almost like their 'nose', their defense and a warning. A 'zapper' and a lantern for them. I think they sense with the fronts of their heads, they don't have eyes. Their 'mouths' are below, underneath.
Some not-so-standard weapons. The 'time orbis' is based on a weapon that was in drawing I did almost 6 years ago where a creature was chasing a 'man-beast' through time and space and ended up on Earth during the American civil war. I guess it's sort of the inspiration for the game! The other weapon is based on a turducken. Look it up.
Working on some of the voices and creature sounds for the game and I thought I'd give you a preview. The aliens are sounding pretty amazing...and weird. Here's a track containing some 'conversational' Pakall. 'Conversational' as opposed to 'angry' or 'attacked'...the mad Pakall sounds terrifying. Conversational Pakall (If someone could embed this it would be much appreciated!)
I knew you guys would go all out for this game, but voices??? If this doesn't win game of the year somewhere than we know that all the mobile awards competitions are rigged. (By the way, the voice sounded awesome!)
The voices are going to be used during battle when you attack another creature/opponent (the sound of your weapon first, based on the type of weapon you're using, then a 'grunt' or a curse yelled by your opponent as they get hit). This track was a test to get the sound of the voice and the 'accent' right. I actually wrote alien translations of key phrases for each species! We may use clips of characters speaking (conversationally) at the beginning of dialog game sections.
No release date yet. We are, however, going to have a demo of the game to show at PAX East this year (in a couple weeks)...so you'll be able to see something in motion with guns and swords and sounds and stuff around then We're going as attendees, so if you're going you'll have to track us down...
I really can't wait to see the game in motion, even if I perfectly know that after that the wait will be more painful. I saw the cool 3D effect option in past pages, which require the use of anaglyph glasses. It's cool and everything, a really nice touch, but I really do not see anyone using the anaglyph glasses playing the game, except maybe at home. I know I wont, even if I think the idea is great. Have you ever considered using anamorphic projection technology? It achieves a 'similar' effect, but it doesn't require any glasses....could be something more used than the anaglygh glasses option. You can see it in action here: http://www.youtube.com/watch?v=NvCHHUN8nnE&feature=player_embedded (Watch the Planet Earth part) What do you think?
That's really cool! The game itself isn't going to be in 'true' 3D (with actual 3D models) so doing something like that, at least for the first game, isn't going to be possible. I actually spoke with someone about accelerometer-based 3D...and about other ways of creating 3D look on the iPhone...about a month ago. We decided that because of the nature of the game and the fact that the 3D in the game, at least from a game-play perspective, isn't that 'deep' we wouldn't make a full 3D mode (for the maps and tokens and all cards for example)...yet. We're doing special versions of some of the characters that have pumped up attributes as the special 3D cards. You can 'collect' both versions of the character and choose which one you'd like to use...it's a way to emulate the feel/use of foil cards in 'real' collectible card games. We aren't expecting people to have 3D glasses on while they play...but it's a perk so that when you unlock a card/character with 3D you can grab your glasses, take a look at the 3D coolness and then carry on.
I regret posting that because I fear you'll be tempted to try it nonetheless, thus delaying the game I'm joking obviously, I really think it's a great classy touch for the game. And I must add that I didn't thought about requiring a 3D model for the anamorphic projection to work in the first place or better, I thought you required already that for the anaglyph. Cant' wait to see the game in motion to get a glimpse of how I'll wast so much time in the future...