I thought I’d give an update on the progress of the White Cane.
As you might have guessed, we did not make it into the final round of IGF. That said, the team is still very proud of the work we’ve done, and were all surprised and happy to see so many people playing and enjoying the game. It was great! In fact, it’s probably what motivates me the most to work on this. Speaking of which.
So as of right now, there is no actual White Cane team. Since TWC was part of a two-semester school project that is now over, the team has kind of dissolved. Zach, Daniel, and I are all hard at work finishing our last few semesters and looking for jobs, which for me at least, is about a 12 hour work day. Unfortunately also, since there’s a lot of intellectual property issues with working on a side project while holding a job, we’re really not going to be able to all work on a dedicated scale on it after college either.
That said, I am still working on the game personally! Work is slow since I’m having to learn Blender and GIMP (significant but free downgrades) to make all of the assets now. It’s not exactly what I wanted to be doing, and I’m definitely not as good as Daniel, but it’s all necessary. Once I have a normal job my time will actually free up a bit and work will go faster, but even so, I’m getting a bit done as it is. Luckily, the game is for the most part completely programmed, and Zach is still okay with helping out every now and then. I’ve trimmed as much of the design fat as I could and prioritized all of my work, so that worst case I can deliver a slightly smaller game, rather than getting overwhelmed and not delivering anything at all.
Again, thanks for all of your support, and I will hopefully post again soon.
So, we have been seeing people playing our game and posting up reviews, comments, and “Let’s Play”s!
Check a few of them out, follow their blogs/Channels, and don’t forget to head to the Downloads page to get your hands on TWC IGF Build.
- IndieGames.com: Demo: The White Cane – a 3D textual, mind-stretching survival game
- PrescriptionPixel’s Let’s Play: TWC
- IHeartPieGaming’s Let’s Play
- Zagrom’s Game Roulette
Thor and TWC Team
I promise that’s not the only reason I’m making a post!
Today was the submission date for the Student version of the IGF 2014 competition, which we also submitted to (because why not?). Since we had a couple of weeks of extra time, we did some bugfixing and tweaking, and the result is a little bit cleaner than the IGF version (the hallway is much easier now).
As always, grab it on the downloads page.
So evidently when you upload a submission to IGF, they actually let you keep uploading new builds as long as you want. No guarantee the judges will see it if they already got to yours, but still, that’s really cool.
Needless to say, I’ve been panicking and reuploading small bug fixes ever since. This will probably continue until January.
Just in case anyone gets confused as to why the IGF download ends in 3 now instead of 2, this is why. I want to keep this site as updated as the IGF one, just in case people like it. Less frustrating bugs is good, right?
Enjoy, and if your previous download zip ends in 2, totally go replay it.
Just a video of our IGF build gameplay:
We have completely redone this game.
So here’s the rundown: we finished last semester with a team of about ten people and a playable game. After that, eight of our ten people graduated. Since our game was class-based, there wasn’t much incentive for most to keep working on it, save for four people: Zach Barnes, Daniel Havens, myself, and a new student named Chris Miller. We also ended with, well, what you can download as our “Game Lab” build. It’s pretty shoddy. There’s a lot of bugs (a ten year old kid broke the game within five minutes of our booth opening), the art and style is everywhere, the puzzles are confusing, and it didn’t actually end (whoops).
Over the course of the summer, we decided our game needed some serious rethinking, and concluded to overhaul everything. Daniel has redone our art entirely in a consistent(ly awesome) style, Zach unified all of our individual stages into one big seamless hub, and I wrote a pretty camera script to bring it all together. We’ve done way more play testing this time around, and have made sure everything is not only beatable and understandable, but fun. And scary. We worked a lot on scary.
We’ve compiled our new version, and have put it up for everyone to play. We’ve also submitted it to the 2014 IGF and IGF Student competitions, and are exited to see what happens. As always, the download can be found here.
We definitely plan on continuing this into December, so expect more up here. After that though, things might get a bit tricky. This is still a college project, and people will be moving around. I personally, will hang on to it and continue to work on it, but without other people it might not get too far.
We’re also currently considering a Kickstarter campaign, especially if we can gain some recognition at IGF. It’s going to be interesting either way, but we all definitely want to see this get off the ground, so anything is possible.
As always, thanks for playing, and please give us feedback below!
It’s been a while since we’ve updated anything on this site; it’s been a busy and frantic semester. Despite this, I am happy to announce that we have completed out quota for Game Production Lab and have created a fully-working five level demonstration of The White Cane, in the way it will hopefully look and feel upon completion.
Our team has been awesome and has worked hard. They’ve done an amazing job and you should check out their work.
That said, we will be continuing this with a slightly different group over the summer and into next fall though UTD’s Game Pipelining Methodologies class. Which means that within two semesters, we should have something really awesome to show everyone.
Download the release here.
Our Alpha game download is officially up on our Downloads page!
We’re super stoked to get everyone to play it and give us some feed back. So head on over, download and play!
Alpha’s on Tuesday, and we’re hard at work fixing all the minor bugs in the last minutes of production for milestone one. Mean-while you’re sitting there patiently awaiting a new playable version of The White Cane. Well fear not, it’s almost here, but to keep your appetite up we’ve prepared some sneak preview screen shots for you guys to take a look at.
These screen shots encompass the first room that Cieco will find himself in. The last shot is of game-play, while the first two are production shots from in Unity’s GUI.
So get ready, because it’s almost here!
Till next time,
Its Almost Here
As our Alpha draws closer, everyone should look forward to a new download available to test out soon.
It’s been a speedy start and as we draw closer to our Alpha release there are a few things we’re sure you will enjoy.
For those of you who’ve played the original prototype it’s easy to see how the concepts of TWC come together, however upon moving into a 3d space things could have easily gotten complicated. The Alpha proves that TWC is indeed as successful in 3d as it was in it’s 2d counterpart. In-fact the idea of blindness as an imperative part of the design becomes even more apparent. By being lost in a truly 3d environment, exploration, discovery, and memorization become even more imperative aspects to the players success.
Players will also now get the chance to enjoy
- a 3d soundscape,
- 3d typographical objects,
- the ability to climb on-top of shorter objects to traverse the world,
- puzzles that involve uncovering mysteries in the dark, collecting items, and understanding visual and audio cues, and
- an overall more fluid and interesting interaction with the world.
So get excited, and be on the look out for the update coming in the next two weeks.
Remember where you are.