Posts in Games

Pre-Alpha Build and Live on Kickstarter!

March 16th, 2017 Posted by Games, News No Comment yet

Hello All!
We’ve released the Pre-Alpha Build of Battle Princess Madelyn on Steam at http://store.steampowered.com/app/603930/

Click Download Demo to give the first level (five stages, 3 main and 2 secret) a try !

Also, we’ve launched a Kickstarter!

Come check out some of the unique Battle Princess Madelyn rewards on offer while the campaign is still going at: http://www.battleprincessmadelyn.com

Thanks to all of you for your support so far in the journey through Greenlight,  and we have a lot more exciting information on the game coming ahead!

-Chris and Daven
Causal Bit Games Inc.

Battle Princess Madelyn and the Normal Maps!

May 28th, 2016 Posted by Games No Comment yet

Hey Guys!

We’re still here working on Maddi’s game – busy with our day jobs as usual but still squeezing in the time to get the game up and running in Unity and then some! Here is what we’ve been up to in the past little while:

New levels/stages designed:

On top of porting the rebuilt original stages from the prototype, we’ve also been building entirely new stages too. The “Winter Level” as we call it right now, is pretty much finished aside of a few enemies and working out the boss fight for the 3rd stage of level. On top of the artwork and coding for those stages, we’ve also been experimenting with the lighting using unity’s lighting and normal maps. Some of it has turned out pretty good and only requires minor tweaking while other bits were not so hot on yet. Overall it’s adding an incredible amount of depth to the artwork that wasn’t there before. Bloom and Glow give off a misty effect as you blast through the rebuilt boneyard stage, while light shafts and candle light show you the way through the old crypt. The winter stages end up getting lots of twinkle and glow from the crystals in the rocks while lanterns swing in the mine!

Another set of stages we’ve been working on are the ruins in the swamp. This stage comes directly after a bonus level of coffin riding out of the side of the crypt (stage 1-3 cutscene). Demon Bugs, swamp ghouls, mutant rats, skeleton fish and giant frogs are just of the few of the baddies you’ll encounter in this stage. Giant trees and breaking branches along with retracting vines will make up the challenge for the stage.

 

Continuing the porting of the C2 prototype/engine to Unity:

Daven has been hard at work, coding/re-coding the AI and event systems from the prototype and our designs. We’re on track for development as he is moving into the pick up system. Base AI for enemies is pretty much completed aside of fine tuning. Daven has switched the Unity 2d Physics based collisions he had originally done over to a ray casting solution for high precision detection.

Though the ideas behind all of the events in the prototype translate over to the Unity just fine, the event system does not exist. Daven has recreated some “behaviors” from the prototype over to C#, a hefty task since the visual events in C2 don’t convert nicely into code. Instead, he has gone by the feel of the C2 prototype while playing it to get as accurate of a recreation as possible, while researching the best practices of Unity to avoid any performance pitfalls and overhead.

Currently he’s working on porting the first boss fight over which is tricky since the boss is split into many pieces, and so that part of the C2 event sheets becomes basically useless for translation too. So far we have the animations rebuilt and in some cases they’re even slightly better. And we should have a video showcasing clips of the original stages rebuilt as well as some of the newer work in the next month.

 

We’re super exited to be sharing video footage of the game soon. It’s not too far off but we want to make sure it’s looking great before we show full clips!

For now we’ll leave you with some screen shots of the game from both the Unity version to see the progress, and the raw levels that are currently being built and tested in the C2 prototype!

 

Unity Shots of completed/mostly completed stages:

runToTheFood2 13271789_10209852156922574_1640114218_o stg2a stg1b stg1a

C2 WIP stage shots:

winterCave80percent runToTheFood saturday

Chris and Daven

 

Battle Princess Madelyn gets New Stages, weapons and a Logo!

February 20th, 2016 Posted by Go!Go!Maddi!, News No Comment yet

Well, it’s been an eventful few months since we’ve announced the game and the support and interest has been absolutely outstanding! So first we’ll thank you for all the love!!

On a sad note, the real Fritzy has passed on to doggy heaven. He was roughly 18 years old and had a heck of a good life! We were all very sad with the loss but it was his time and he’ll live on forever in the game with Maddi now! Maddi still has her two hairball black cats, Arthur and Maximo (I didn’t name them!) and they will be making an appearance in the game as a special weapon called out by Fritzy! RIP Fritzy! We miss you!!! <3 <3 <3

I took a break over the holidays, though that just means I only slowed down a tad. We did one last giant update to Insanity’s Blade to try to get the bugs out and I think it’s as close as it will get. The wrapper will fight us forever and we’re just wasting time on it now. We added a lot in though, so if you haven’t checked IB out since November, now’s the time to get at it!

I’ve been super picky about the logo. I wanted it to look like an authentic 1988-1992 Japanese styled logo with a splash of the Irish in there! So after several attempted, I ended up with a very Golden Axe/Altered Beast bit of text. But the English lettering wasn’t sitting right with it. So I came up with a different plan and made a logo that looked much better. This isn’t quite final either.

titleDemo

Lighting strikes a stone and carves the letters out. And once the debris has cleared away, flowers start randomly growing around the sides of the text. The Japanese text is now underneath of the English text for the English version of the game. The animation will be different when it is localized for Japan.

New weapons have been added to the current arsenal and the graphics for some have already been updated. All of the weapons for the magic armor are completed. Fire Sword, Cursed Chakram, and a few wands with special powers (Twinkle Fire, Epic Wand of Cheesing and Evil’s Bane that reverses evil and turns enemies into cute woodland creatures). The cats have been made into a special attack that is obtained on the current level I’m designing. I’m not going to give any of that part away though!

For now we’ll call the next part the “Winter Stages”. Since Maddi has been designing the game somewhat, she’s asked for levels that have themes. Some of them are a little too out of the story to really do but we may figure out good plot bits to work them in. For the other stages, it’s mostly just monsters, bosses and locations she’s given me. But the winter levels have been by far her most detailed.

A couple of weeks ago she handed me some drawing and said, “Daddy I did these pictures for the game. I made winter kitties and a haunted house and ghosts.” This isn’t all she did. There was a desert picture with cactus men and bad birds, the haunted house level was more like a big castle with rain and skeletons and ghosts, and the winter level had a picture of a giant cat thing in a cave and food in front of it. So I asked what was going on with the cat.

“This is the snow kitty boss, Daddy.” She said. “You can’t just hit him or he’ll eat you. You have to feed him so he comes out of the cave and you can hit him in the back.” I was pretty dumbfounded by the super description of the picture in front of me. Let alone the whole ***how to beat the boss*** bit. I was shocked she came up with something so clever. She kept telling me she wanted a snow kitty in a winter place so I was just going to make a big saber tooth tiger looking thing in a cave. But from that description I had enough to go on a full Mario style boss fight. She must be either picking stuff up from watching me play games or something in her cartoons? Still – super impressed and it is indeed going in the game!

She went on to tell me she wanted winter cheese heads. Cheese heads are what she calls the things in Ghouls n Ghosts that are called Mud Demons. They are just yellowish piled of mud that turn into pedestals in the 4th stage (I think it’s the 4th). So we can do the pedestals but those things in GNG are like 2 frames of animation and super boring. So I came up with a much more animated abominable snow thing that spits snow balls at you. You have to get close enough to duck and shoot or they pick you off. The other request was “winter zombs”. Zombies – easy.

So the level will begin with people in a small village on a mountain being attacked by things coming out of a cave that was just unsealed by the great wave of magic (happens at the start of the game). We’ll have some villagers spin around and become zombies. I already have children running away from them and into houses. I also couldn’t handle the typical GNG style zombies either. So these ones randomly follow you and attack. And if they can see you from above, they will belly flop on top of you too into a cloud of snow. One more animation I need to add is for when they are on slopes and fall. They will become giant snowballs and roll down the hill until they hit the bottom or a wall and break out and go back to their regular routine.

To do for this stage will be wolves, another style undead, something big before you enter the next stage (not giving this away) and some sort of annoying flying monster. The following stage will be an ice cavern full of giant mammoth bones and other gross bits. This will be the mandatory slip and slide level. I won’t make it too annoying since I often hate these stages the most!

Once the winter stages are complete, I’ll do some video snippets of the game play there!

winterIScoming-web4

I’ve focused mainly on the map graphics first. The blue platform under the mammoth skull is one which will fall after a few seconds. It’s a bit of a challenge since there are either Winter Zombs or the Abominable Snow Spitters sitting on the platforms. So you’ll have to either be in heavy/magic armor to kill them quickly (powered up dog also clears screens quick) or just time your jumps and duck as soon as you land.

I’ll be posting the pictures Maddi has drawn at some point as well. I’ve had a few people ask to see the pictures already – just don’t expect them to look like what I draw, she’s 5 after all 😉

Cheers and I’ll be back with more exciting news soon!!

 

Chris

The Game is Complete! Demos now Available!

August 25th, 2014 Posted by Games, Insanity's Blade No Comment yet

Finally – the game is ready. It will be going on sale Sept 1st/2nd. We will post details here about where you can buy it. For now, here are the usual  flavours of the demo. Please report any bugs to info@causalbitgames.com, Thanks!

WINDOWS
OSX
LINUX32
LINUX64

Minimum PC Specs:
OS: Windows Vista, 7, 8.1+
Processor: 2.66 Ghz 64-bit
Memory: 1 GB RAM
Graphics: Direct X 10+ Capable GPU
DirectX: Version 10
Hard Drive: 1 GB available free space
Sound Card: Direct X Compatible Sound Card
Additional Notes: New GPU (at least NVIDIA GeForce 9800gt)

It has been a long road for a couple of guys working on a game in our spare time to make a game that plays how we want it to play. It came a long way from what it began as before the Kickstarter took off. Many ideas were discarded and some have made a return. Levels have been rebuilt several times. Graphics completely redrawn… two versions of the sound track available in game… It ended up being a much bigger game then what was intended.

For a seasoned gamer it should take 2-3 hours to complete. For the average gamer, you will die a bit until you learn that the game is meant to be not so forgiving like modern games are. Many enemies will need timed attacks, you can’t just rush forward in certain situations. Tree men for example can not be thrown, they are too heavy. And their punch packs a death sentence. Some bosses have moves that can take away all your hit points in one shot. Watch for warning signs of attacks to avoid being hit. Taking your time in some places is the key to completing a stage.

It’s a hard game and that’s what it’s meant to be – a challenge! It’s a real retro game. You will not float when you jump, you will die when you fall into a pit of spikes. And you don’t have unlimited continues! But like a modern game we have an automatic save as every level is completed. So you can take a break and come back later and pick it up again!

We will also be doing a few big updates to the game. The promised arena modes and zombie surfing bonus games will be added in! As well as bug fixes as they pop up!

We hope you enjoy the game!
Chris and Daven