outer space wallpaper pictures 1


Hello guys, Emiliano here, Hammer&Ravens' developer, with my solo project, RazerWire:Nanowars.

What is RWNW and how was it born?

Some weeks ago, 5 years since the very early beginning on Empires in Ruins, I realized I needed a bit of novelty in my developer life. I also wanted a fresh playground where to apply all the best practices learned in 5 years of 12 hours a day of Unity. Empires in ruins was not the place where experiment that, and the complexity of code and logics (that after several refactorings is now pretty good despite having started as a learning project and being past the 250k lines of code) had started taking a toll on my brain.

I therefore took one of the ideas i had in the drawer and setup a working pattern. 30 minutes a day for lunch breaks, timed to avoid overflowing on EiR's time. Simple, immediate, colorful and fun had to be keywords.

Screenshot 155


Although being no artist, as part of the daily brain break, I also wanted to do the visuals myself. I am not that good at it, but I love drawing once and then. So i grabbed my 14 yrs old Wacom Graphire tablet and started sketching concepts.

Meanwhile coding began.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

RWNW timed working pattern

News

RWNW is born as a 30 minutes-a-day project, then it turned, more or less after 20 hours, into a 60 minutes-every-two-days when the game became a little more complex and 30 minutes only were too short to focus on it.

outer space wallpaper pictures 1

It was born and grown as a timed project, to avoid having it overflowing onto my larger projects. The original target was 50 hours, but it proved soon too little, and the current target is now fixed at 75 hours, that sounds realistic enough.

Screenshot 237

This is a toggl-provided breakdown of the current progress. Often the definition is a bit generic and includes the art/marketing part as well, but overall it offers a decent overview of what I am doing and in how much time.
What I noticed with surprise is that this hiccup-like working pattern, of short daily burts, is most efficient, in a small game like this, thanks to the long thinking breaks it gives you between the working shifts.

Screenshot 240

Current progress : 41 hours and 25 minutes

  • Art 1:37:46
  • Mines 1:45:28
    • Shooting 5:30:46
    • Enemies manager 0:42:40
  • Enemies movement patterns :
    • Movement patterns 4:10:40
    • Enemies movement module 0:51:56
    • Bursts Pattern 0:20:24
    • Curved Pattern 0:44:35
    • Zig Zag pattern 0:35:40
    • Teleport pattern 2:27:02

Screenshot 177

Screenshot 170

  • Generators :
    • Generator modeling, interfaces and trail stub 0:40:22
    • Setup generators classes 0:11:18
    • Generators 3:41:26
    • Generators movement 0:15:07
    • Flickering driver 1:06:26
    • Mouse trail 0:50:39
  • Various :
    • Filters and PostProcessing 0:30:05
    • Pause and time warp System 0:26:57
    • Various updates and polishing 0:51:06
    • Wave system base 0:42:36
  • Refactoring scripts 0:36:35
  • Powerups 12:29:56
  • Upgrades 0:56:10

Screenshot 249 Screenshot 248 Screenshot 247


Cheers,

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Razerwire: Nanowars
Platforms
Windows, Mac, Linux, iOS, Android
Publisher
Hammer&Ravens;
Engine
Unity
Contact
Send Message
Release date
Game watch
Follow
Share
Style
Genre
Arcade
Theme
Sci-Fi
Players
Single Player
Project
Indie
Twitter

Latest tweets from @rzw_nw

RT @interrit: Kollidoskop! is a game about particle physics and it's way more fun than it sounds. Update: Electrons are now more… T.co

Jan 18 2018

RT @Lord_Arse: Remember Battle Chess? T.co

Jan 17 2018

RT @RzW_NW: Enemies variants and armors samples. #indiedev #gamedev #50 hours in #pixelart #RETROGAMING #retrowave #arcadeT.co

Jan 17 2018

Enemies variants and armors samples. #indiedev #gamedev #50 hours in #pixelart #RETROGAMING #retrowave #arcadeT.co

Jan 17 2018

RT @RzW_NW: Building up some #vaporwave feeling on the #pixelart #RETROGAMING levels backgrouns. #indiedev #gamedev T.co

Jan 15 2018

Building up some #vaporwave feeling on the #pixelart #RETROGAMING levels backgrouns. #indiedev #gamedev T.co

Jan 15 2018

RT @Myth0x: Ahoi you addict gamers and experienced developers a new #IndieDev #gamedev on the way welcome our new @RzW_NW

Jan 14 2018

RT @RzW_NW: So, we have a combo system, some more sounds, some more VFXs and a score system. 48 hours in. #RETROGAMINGT.co

Jan 14 2018

So, we have a combo system, some more sounds, some more VFXs and a score system. 48 hours in. #RETROGAMINGT.co

Jan 14 2018

Embed Buttons
Link to Razerwire: Nanowars by selecting a button and using the embed code provided more...
Razerwire: Nanowars
Statistics
Visits
383 (3 today)
Last Update
Watchers
1 member
Articles
1
You may also like