“Party of Sin” is a cooperative, fast-paced, run and gun platformer where you use your unique powers to fight, platform and solve puzzles. Battle angels, beasts, knights and other creatures with your friends but also compete with them for individual gain. Use Lust’s stun ability to stop enemies or other players in their tracks. Use each Sins’ special ability to interact with the environment in a special way. Clear a gap using Greed’s hookshot or long jump with Pride. Solve puzzles using your mind, not the developer’s. Each puzzle is open-ended and allows for multiple solutions. Along your adventure, be sure to use the full arsenal of weapons at your disposal. Whether it be the fast-shooting machine gun or the burst fire MIRV, enemies won’t stand a chance! Party of Sin reinvents well known religious environments by turning it upside down. An innovative art style will paint the environment and animated backdrops will bring context to each battle.

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Promotional Poster Envy in (Updated) Hell Gluttony in (Updated) Hell
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0 comments by AlfredG on May 22nd, 2012

This week was a bit slow for Party of Sin. Vince, our gameplay engineer and level designer had a business trip to New York, which slowed things down. We've been on a down after the high of PAX, but I'm confident we'll return to our stride and pick up momentum. I also missed last week's weekly update since I was in California.

Our current milestone is a demo for Microsoft. At the same time we're pushing to have the beta of the game ready in time for E3 (June 5th). We're still missing a few features and levels, but overall we're doing pretty well. The core of the game is complete, it's mainly polish at this point (which takes a surprising amount of time).

Steam Integration

I had a chance to get the game available on Steam this week. I've also been looking into C# wrappers for Steam and found the Community Express SDK. We're still evaluating it but it seems to be a pretty decent wrapper which will make Steam integration a breeze.

Steam Integration

Animation Code

Our animation code got a pretty major overhaul. As discussed in our Animation Series, we use an in-house flavor of blending graphs for Party of Sin. One of the characteristics of our graphs before this week was that all our graphs were top-down. This meant that each node along the way (starting at the root) would decide which of its children would be visible. This caused a lot of problems though, because if you had a silly animation at the top of the graph (like say the balance animations from last time) and a more important animation wanted to play further down the graph, it would never actually become visible. I overhauled the system so our animations have priorities now, so a high priority animation can force a node near the top of the graph to change states.

Envy Animation Graph

Animation

Liz worked a lot on the animation. Many of our sins got new turn animations. She has been working on adding the balance animation to all the sins and also tweaking the blending parameters to produce a better result. We have a lot of great new animations planned for the angels.

Liz will be giving a talk on animation at GameScape.

Testing Procedure

I finished working on the testing procedure we will use for the game. My girlfriend was the first participant!

Level Design

Both Vince and I got busy with level design in the last two weeks. Earth got a slew of new puzzles to replace some of the puzzles we weren't happy with in our initial iteration. Vince spent most of the last two weeks working on the Purgatory boss we discussed last time. It's gone through a few iterations since then, as we learned about what worked and what didn't in a "puzzle boss".

Earth2 in progress

That's it for this weekly update!

Dan

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Comments  (40 - 50 of 52)
Froyok
Froyok Mar 17 2010, 11:11pm says:

Nice game, I'm very interrested. Too bad that he is only on xbox 360.

+2 votes     reply to comment
MadMechwarrior
MadMechwarrior Mar 22 2010, 11:25am replied:

Unfortunately I don't think the gameplay will translate very well. There isn't a good way of getting 4 players on the same PC. There is a piece of hardware you can buy to wirelessly connect Xbox controllers to your PC, but we can't really expect all our players to have that. If you have a suggestion for that, let me know. The game is compatible with PC, we just couldn't find a way to make it make sense.

+2 votes     reply to comment
mothmann
mothmann Mar 22 2010, 4:48pm replied:

why do people act like pc's dont have their own controllers? I remembered i had a gravis gamepad way back in the day that had 4 buttons 2 shoulder buttons and a digital joystick years before snes even came out. I had a motion(tilt) sensing 6 button + 2 shoulder button analog joystick microsoft freestyle controller when around the same time ps1 came out. the xbox controller isn't the only controller available for use on the pc.

+2 votes     reply to comment
MadMechwarrior
MadMechwarrior Mar 22 2010, 5:59pm replied:

We're working on the XNA framework, so I think that only supports Xbox controllers. If there is enough demand, I don't mind releasing the game on PC.

+2 votes     reply to comment
feillyne
feillyne Mar 23 2010, 10:51pm replied:

I would see it on PC too. ;-P Since I don't plan to buy X360 anytime.

+1 vote     reply to comment
LordIheanacho
LordIheanacho Mar 17 2010, 9:41pm says:

will the game become free?

+2 votes     reply to comment
Alex_Galasso
Alex_Galasso Mar 17 2010, 11:35pm replied:

Unlike Eternal Silence, our first game, Party of Sin will not be free. There will be a free map editor that will be released to the general public.

And besides, the game will be well worth it ;)

+3 votes     reply to comment
Darthlex
Darthlex Mar 17 2010, 12:10pm says:

Great concept! I am very enticed - I am a bit set back by the idea of backstabbers, seeing as there are so many assheads on the internet, but hey. I really like your idea of balancing the gameplay by the use of characteristics.

I really like your concepts, subtle reminders of what they are though, I think you can go even further with that, but don't go make them horror-like or anything, stick to the style but take it that one step more towards radical reminders!

Lastly I'd like to bid you welcome to MODDB! You've introduced yourselves with some nice examples of your plans, so I hope you will keep up the information niveau!

+3 votes     reply to comment
MadMechwarrior
MadMechwarrior Mar 17 2010, 6:32pm replied:

It's a party game, so no internet asshats, only asshat friends sitting next to you :P. Feel free to bash them with your controller if they eat you too many times as Gluttony.

+3 votes     reply to comment
Alex_Galasso
Alex_Galasso Mar 17 2010, 3:09pm replied:

Glad you like the concepts.

As for the "*** heads on the Internet" don't worry, there won't be any online multiplayer... the multiplayer we are talking about is the cooperative capabilities of the game. The goal of the game is to advance through the worlds and not fight each other. The backstabbing is only a fun little component that may change some dynamics of the game but isn't the main game play component.

Hope this helps!

Alex
@CrankshaftGames
agalasso@crankshaftgames.com

+2 votes     reply to comment
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Party of Sin
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Crankshaft Games
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