Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environment.

Report article RSS Feed Gameplay Video, Character Model & Recruitment

Featuring character model and concept progress, closed testing videos, team updates and some upcoming stuff.

Posted by MyDopefish on Apr 17th, 2011


Today's topics:
01. Character model and concept
02. Closed testing
03. Team members and recruitment update
04. Soon in a future near you

01. Character model and concept
There's been some progress on the first playable character model, with the concepts and initial brush work for it. We have also created concepts for the style of our third faction, which you can see a concept of a male and female below.

First character model concepts

 

First character model WIP

 

WIP03 - Character concepts

 

02. Closed testing
For Project Aron we've decided to throw away all of the original movement and physic handeling from the default UDK, and reworked everything from the ground up.The first closed testing build has been sent out to our followers, and the initial feedback seems really positive!

These were the implemented features of that build:

  • New friction
  • New air-control
  • Walking
  • Crouching
  • Sprinting
  • Sliding
  • Jumping
  • Crouch-jumping
  • Wall-running
  • Wall-jumping

If you've recieved a invitation to the closed testing, but haven't yet tried it or filled out our survey, please take a moment of your time to try it out and give us some feedback. The more you tell us, the better we'll be able to tweak the game to perfection.

Below you can see a comparision video of the physics from UDK and Aron, aswell as a speedrun of the closed testing level. Please note, everything you see in these videos are placeholder art and shouldn't be considered part of our final style or quality.

UDK vs Aron physic comparison


Closed Testing 01 - Speedrun


If you want to participate in our closed testing, be sure to track the game and follow us here on Moddb/Indiedb.

03. Team members and recruitment update
We've had some restructuring in the team, with some members leaving us for other ventures, and some people having to ramp down their activity on the team. This have had a positive effect as we're able to predict more clearly what we'll be able to create for each milestone.

The drawback is that the scope for our first release have been scaled down to only feature player movement and the time trial mode. We'll continue working to implement the melee and spell combat after that.

Core team:

  • (Project Lead) Tobias 'Dopefish' Lundmark - Linkedin
  • (Lead Programmer) Firtina 'toxicFork' Ozbalikci - Linkedin
  • (Lead Sound Designer) Seann 'Big Dirty' Maria - Portfolio
  • (Sound Designer) Hrishikesh 'Rishi' Dani - Portfolio
  • (Environment Artist) Jonathan Armstrong - Portfolio
  • (Level Designer) Matt 'MJL' Lefevere - Portfolio
  • (Character Concept Artist) Patryk 'CZERW' Reczko - Portfolio
  • (Character Modeler) Matthew 'Lapis' Tan - Portfolio
  • (Writer) Andrew Dobbs - Resume

Additional help:

  • (Composer) Ryan 'Morphed Productions' Olson - Resume
  • (Voice Acting) Ricky Grove - Site
  • (Technical Artist) David 'leviatan1001' Miranda - Portfolio
  • (Cascade Magician) Steve 'Elude' Bryan - Video

We're still mainly looking for additional coders, animators and a environment concept artist. Of course we're still open for all applications, so if you're interested in joining us write an application to: zombiraptor@gmail.com

Every application should have a short description of your previous experience, and come with a sample of your work or portfolio.

04. Soon in a future near you
As mentioned previously, we'll have to scale down our initial release to be a time trial only version of the game, but with that goal we hope to present a open testing build sometime around June/July.

Here's a list of some of the upcoming features that we hope to implement before June:

  • Ledging/Climbing
  • Dodging
  • Vaulting
  • Auto-stepup in mid-air (so you can jump in staircases)
  • Updating air control with acceleration and deacceleration
  • Proper slope behaviour
  • Proper fall damage
  • Landing roll

We also hope to have a story animatic ready for your viewing pleasure by then, featuring voice work from the ever so talented Ricky Grove, and a original theme by Ryan Olson.

Comments
KeyPath
KeyPath Apr 17 2011, 10:18pm says:

keep an eye on this,,,,

+2 votes     reply to comment
TRiBLy
TRiBLy Apr 18 2011, 12:17am says:

Looks awesome! :)

+1 vote     reply to comment
Anddos
Anddos Apr 18 2011, 12:29am says:

mirrors edge much

0 votes     reply to comment
Darthlex
Darthlex Apr 18 2011, 5:55am replied:

Unconstructive and pointless comment, much?

Oh well, just a troll anyways..

+2 votes     reply to comment
MyDopefish
MyDopefish Apr 18 2011, 8:33am replied:

It's true though. One of our references is Mirror's Edge, but we use it as a reference for both good and bad things.

Mirror's Edge is much more animation driven, while Aron is much more dynamic. It's hard to tell the difference from videos alone, and you'd have to sit down and play Aron :)

Although, the whole idea about acquiring flow and chaining moves to keep momentum is one of the things we liked about the game.

+2 votes     reply to comment
SPYFF
SPYFF Apr 18 2011, 1:02am says:

Good job!

+1 vote     reply to comment
JK4ever
JK4ever Apr 18 2011, 5:20am says:

Looks really awesome!

+1 vote     reply to comment
Darthlex
Darthlex Apr 18 2011, 5:43am says:

Personally, I think that you should just *focus* on the whole 'frantic free-running' aspect of your game/gameplay, as that certainly seems to be the stronger aspect of your concept.

I worry that your concept will get muddy from wanting both frantic Free-running, Magic and Melee in the game, to the point where it might not be enjoyable.

How about trying what you can achieve with this free-running system in a more excessive and full-blown environment? How about putting us on the top of skyscrabers and spires in LA/NY-style, to see how much you can push the feeling of the free-running?

Long story short; Focus on the free-running aspect, as it has much potential.

+2 votes     reply to comment
AntonQ
AntonQ Apr 18 2011, 6:16am replied:

My opinion is Mirrors Edge already did that free running really well. If you're gonna put magic and melee in the game that might make it interesting. If you focus on free running only you'll end up with a inferior Mirror's Edge. You're indie, do something interesting studios can't or havn't done already.

+1 vote     reply to comment
Darthlex
Darthlex Apr 18 2011, 6:33am replied:

Mirror's Edge, however, was completely linear, although an incredible gameplay experience.

I do see your point, but experience shows that perfecting a single area is often better than spreading yourself very thin and create a bunch of flawed features.

+1 vote     reply to comment
TRiBLy
TRiBLy Apr 18 2011, 7:42am replied:

But well: If they have perfected the free-running part, they still can do the magic and melee part. Why should they just do the one part? There is Mirror's Edge, if you wanna play a pure free-running game. Magic and melee will differentiate Aron from Mirror's Edge, and so far, the guys are making a good job, even if there is no magic+melee+free-running video online.

But let's see. If the combination of these 3 parts ends up being somewhat crappy, they still can focus on 1 part more than the others.

+1 vote     reply to comment
MyDopefish
MyDopefish Apr 18 2011, 8:49am replied:

Thank you guys for sharing your thoughts. It's always enjoyable to see how people are passionate about things. We intend to give every aspect of the game as much love as we're giving the movement, but since we're such a small team, we're focusing on one thing at the time.

As AntonQ suggests, we're also interested in experimenting. Rather try something new and fail miserably, than to do something that's already been done to death. Worst case scenario, we learn something and walk away wiser, best case scenario, it will be as awesome as we intends it to be :)

Darthalex advice is solid though, as it's easy to get muddled with features with none of them being ace and the scope becoming unmanageable for the game.

TRiBLy, we actually designed Aron in such a way that if things go south, we would always be able to rely on one of the three parts to hold the game up. But at the moment it's more a matter of time to implement everything :)

We hope to share some more information about the other aspects closer to June. Then you'll also get to see that our art style is quite different from contemporary NYC ;)

+1 vote     reply to comment
Krej
Krej Apr 18 2011, 8:20am says:

trackin

+1 vote     reply to comment
RagnarokSky
RagnarokSky Apr 18 2011, 10:25am says:

this looks freaking Awesome TRACKIN!

+1 vote     reply to comment
DillonBarba
DillonBarba Apr 18 2011, 10:59am says:

its like mirrors edge (obviously) but with almost no restrictions to movement, which is the way it should have been honestly.
I'm hoping you will add animated arms in the first person view correct?

+1 vote     reply to comment
MyDopefish
MyDopefish Apr 18 2011, 4:31pm replied:

Correct. Hence why we're recruiting animators :]

+1 vote     reply to comment
Aleon
Aleon May 8 2011, 5:44pm says:

Damn I have to get my new comp ASAP. I missed the test download cuz I can't run it :(

Still, awesome work here, looks pretty. I really like the art direction, I just hope that the gameplay will reflect the same kind of mood. I'm really curious about all the magic stuff too. I wonder if the magic will have use only in combat or will it allow other stuff like walking on walls, whatsoever...

+1 vote     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

Icon
Project Aron
Platform
Windows
Developer
Zombiraptor
Contact
Send Message
Release Date
Released Jun 30, 2011
Game Watch
Track this game
News
Browse
News
Report Abuse
Report article
Related Games
Project Aron
Project Aron Multiplayer First Person Shooter
Related Engines
Unreal Development Kit
Unreal Development Kit Commercial Released Oct 31, 2009
Related Groups
Zombiraptor
Zombiraptor Developer & Publisher with 4 members