Patreon Update and v0.3
General | Posted 3 years agoSo some updates you can see here:
https://www.youtube.com/watch?v=cUSEl5G7cdM
https://www.youtube.com/watch?v=o19EErmJRs8
https://www.youtube.com/watch?v=cUSEl5G7cdM
https://www.youtube.com/watch?v=o19EErmJRs8
Steam Demo Issues and Fanart contest
General | Posted 4 years agoGonna put this out there now, I'm aware the steam version of Blazing Worldstars demo has some issues on booting up, so I do recommend the Itch.io version with the current v0.2.2 build has that should boot up just fine! We will eventually get around to fixing the demo issues for steam and getting the game into an Early Access Build for a future patch, but other updates will still come along with it!
Other than that, there is a fanart contest currently happening and you can win some prizes! It conludes on the 15th, you can see the details for it here!: https://twitter.com/BWorldstars/status/1496920813680967683?s=20&t=9zDTMKESWGGUgad3Jkux6Q
Other than that, there is a fanart contest currently happening and you can win some prizes! It conludes on the 15th, you can see the details for it here!: https://twitter.com/BWorldstars/status/1496920813680967683?s=20&t=9zDTMKESWGGUgad3Jkux6Q
Blazing Worldstars FAQ
General | Posted 4 years agoQ: What engine is this game being developed in? How long has it been in development?
A: "Blazing Worldstars is being developed in Unity with the UFE2 Asset, we've been about a year and 3 months in!"
Q: These characters don't seem to be complete and you only have 3, what's up with that?
A: "We have a very small team and any other animators we have on board can only work off of commission, we're also a startup indie studio, so we do not have much in terms of full-time or contracted animators and programmers, that translates to the amount of time it takes for new assets to be made. We only have one programmer and any other animator part of development is on for commission work since our budget is very small at the moment."
Q: Are you planning to have this game on any other platforms other than Steam and Itch.io?
A: "Yes, there are plans to bring the game to console and steam deck platforms, but that will be sometime since we are still working to complete characters and assets in the meantime."
Q: How many characters are you planning for the full game?
A: "Currently we are working off of a roadmap for what the game will have, the alpha is planned to have 4 fighters, from there the beta will have 12 fighters and growing from there. The final game is planned to be packed with a roster of 38 playable fighters."
Q: Are the any expansions planned?
A: "Expansions are in talks, but the time that it'll take for that to happen is dependent on the current progress for the what we have right now."
Q: Why should we support the development of this game?
A: "Let's be straight forward here, many might want to ask about making cameos in game, physical rewards, and even wanting to get involved outright with development. With our current budget, none of that will realistically happen fast enough without any support to push the development. Supporting this game can help raise the chances we can even consider physical rewards and more content for supporters and others to opt into as we bring them along and communicate with the community on what physical rewards and options we can make available that is beneficial for both the team and consumers."
Q: How can we be in this game?
A: "The main possible way right now is as an NPC spectator across stages."
Q: That's not enough, I want to be a playable character!
A: "This isn't as simple as many would really think, adding a new fighter in based on something you'd want to see, needs a lot more coordination and ground rules that will not be a net loss on development. This involves requiring more funds for assets, programming, and balancing. Adding a brand new character into the roster is not a cheap process and is going to require more than just coming to our team and shilling out a lot of money with no fore thought beforehand, this game isn't just being made as a pure appeal to furries, it is a fighting game and fighting games are not easy to jot ideas down into. If you want to go this route, we'd at least be expecting either a lot of cooperation and the support for it to even happen or that you are knowledgeable about the mechanics of fighting games in general.
Q: Online play?
A: "We will be implementing GGPO netcode as the frame work for our game's online function, so rollback already something we've considered beforehand, we still are small in fully devoting the time into adding it or getting someone fulltime to help incorporate it currently as things stand."
Q: Demo Updates?
A: "Updates about the demo will always be posted publically when we have any news, otherwise, it development does take time as we also look into whatever bugs are reported through play testing."
A: "Blazing Worldstars is being developed in Unity with the UFE2 Asset, we've been about a year and 3 months in!"
Q: These characters don't seem to be complete and you only have 3, what's up with that?
A: "We have a very small team and any other animators we have on board can only work off of commission, we're also a startup indie studio, so we do not have much in terms of full-time or contracted animators and programmers, that translates to the amount of time it takes for new assets to be made. We only have one programmer and any other animator part of development is on for commission work since our budget is very small at the moment."
Q: Are you planning to have this game on any other platforms other than Steam and Itch.io?
A: "Yes, there are plans to bring the game to console and steam deck platforms, but that will be sometime since we are still working to complete characters and assets in the meantime."
Q: How many characters are you planning for the full game?
A: "Currently we are working off of a roadmap for what the game will have, the alpha is planned to have 4 fighters, from there the beta will have 12 fighters and growing from there. The final game is planned to be packed with a roster of 38 playable fighters."
Q: Are the any expansions planned?
A: "Expansions are in talks, but the time that it'll take for that to happen is dependent on the current progress for the what we have right now."
Q: Why should we support the development of this game?
A: "Let's be straight forward here, many might want to ask about making cameos in game, physical rewards, and even wanting to get involved outright with development. With our current budget, none of that will realistically happen fast enough without any support to push the development. Supporting this game can help raise the chances we can even consider physical rewards and more content for supporters and others to opt into as we bring them along and communicate with the community on what physical rewards and options we can make available that is beneficial for both the team and consumers."
Q: How can we be in this game?
A: "The main possible way right now is as an NPC spectator across stages."
Q: That's not enough, I want to be a playable character!
A: "This isn't as simple as many would really think, adding a new fighter in based on something you'd want to see, needs a lot more coordination and ground rules that will not be a net loss on development. This involves requiring more funds for assets, programming, and balancing. Adding a brand new character into the roster is not a cheap process and is going to require more than just coming to our team and shilling out a lot of money with no fore thought beforehand, this game isn't just being made as a pure appeal to furries, it is a fighting game and fighting games are not easy to jot ideas down into. If you want to go this route, we'd at least be expecting either a lot of cooperation and the support for it to even happen or that you are knowledgeable about the mechanics of fighting games in general.
Q: Online play?
A: "We will be implementing GGPO netcode as the frame work for our game's online function, so rollback already something we've considered beforehand, we still are small in fully devoting the time into adding it or getting someone fulltime to help incorporate it currently as things stand."
Q: Demo Updates?
A: "Updates about the demo will always be posted publically when we have any news, otherwise, it development does take time as we also look into whatever bugs are reported through play testing."
FA+
