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Tag: Phantaruk

Phantaruk update 1.4.1

Phantaruk has just launched this week and we are working on some minor issues reported by the community. This new update fixes a lot of things and brings even more updates to the game.

Here is a full list of updates, changes and fixes for the 1.4.1 update:

#Major news:
-added German language version

#Minor news:
– added improved game save file versioning
– DoF enhanced while listening to audiologs

#Changes in AI:
-improved Phantaruk behaviour
-fixed issue with Phantaruk not showing on some levels
-fixed issue with Phantaruk spawning in front of the player

#Changes in UI / Texts:
-fixed small text issues
-fixed gamma settings issue while using gamepad

#Changes in gameplay:
-fixed object collision issues
-fixed minor AudioCube issues
-fixed issue with flashlight battery status changing between levels
-fixed issue with elevator leaving without the player
-updated the default gamepad controls
-fixed minor achievement issues
-fixed burnt-hand texture issues
-fixed game crash issues
-fixed minor audiolog issues

#Changes in level design:
-updated triggerpoints of some events
-updated location of some of the objects in the game
-fixed issue with flames not damaging the playes on one of the levels
-fixed minor decal issues
-updated the amount of syringes on every level
-added improved minor visuals on the first level

#Changes in audio:
-fixed minor music issues
-fixed minor sound issues

#Changes in animations:
-fixed the tattoo scene blur effect

 

Phantaruk update 1.3.0

We are working hard to give you the best experience possible. Our game is more polished than ever but we want to make everything as good as possible and we are working day and night to get Phantaruk ready to meet you. Please take a look at this impressive list of changes.

Here is a full list of updates, changes and fixes for the 1.3.0 update:

#Major news:
-improved performance (game runs in 60 FPS now)
-added Russian language version
-added completely new main menu
-flashlight’s battery bar added to the GUI  

#Minor news:
-sprint bar turns red when you can no longer run
-new eye icon
-added the “start new game” confirmation  

#Changes in AI:
-fixed Phantaruk’s movement issues
-added new sounds while escaping the monster
-fixed clone collision detection issue
-fixed clone no clip issue

#Changes in UI / Texts:
-fixed logs issues
-fixed audiolog text issue
-fixed minor text issues
-changed gamma configuration
-updated credits
-changed active buttons backlight
-changed placement of some in-game logs
-added the technician’s log text
-changed contents of some of the obcjetives
-fixed font issues in the options menu

#Changes in gameplay:
-fixed an issue with the player not being able to lean out the open door
-added explosions graphic effect
-fixed inventory not saving issue
-fixed unlimited sprint issue
-achievements list updated
-added the ability to turn off the flashlight while using computers and keypads
-fixed controller issues

#Changes in level design:
-improved collision detection
-fixed minor scripting issues
-fixed the door keypad no sound issue on level 3
-fixed minor flickering texture issues
-fixed minor lightining issues
-overhaul of the hall of tubues on level 1
-fixed no clip issues
-fixed problems with items that could freeze the player
-updated audiocube locations and ranges
-upated some checkpoint locations
-balanced the number of batteries and syringes on every level
-fixed object LOD issues

#Changes in audio:
-fixed minor sound issues

#Changes in animations:
-balanced the intensity of graphic effects
-added new loading animation

 

Meet The Team – Greg Wal

One of the initial members of Polyslash and the main programmer in the team. He started studying Computational Mathematics on Jagiellonian University but left after three years to create video games. His journey started with being a video game tester for Green Genie Games. After a couple of months, he focused on developing his programming skills while working on Phantaruk. He also turned out to be a very talented young man, who poured his heart and soul into Polyslash’s first project.

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Greg also has had experience in different fields of arts, which combined with his technical background, makes him a creative person who stands firmly on the ground at the same time. Although open-minded for crazy ideas, he puts a lot of weight into logic of games and is the only guy in the team who can start a war over a small detail. He hates the term “it’s just a game”. But of course he’s a nice guy! It’s not true at all that Greg was the inspiration to create Phantaruk.

Greg enjoys reading (especially science fiction novels) and playing strategy games. What’s more, he thinks a lot in his free time but nothing productive has evolved from this yet. But you just wait. For real.

Phantaruk update 1.2.0

Update 1.2.0 is live and we are just a week away from the release of Phantaruk! We are working hard so you could board the Purity-02 in Phantaruk on August 16th. Thanks for all the help, we really appreciate the feedback we’ve got from community and media!

Here is a full list of updates, changes and fixes for the 1.2.0 update:

#Major News:
-added Polish language version
-added new music
-changed the main menu

#Minor News:
-added the epilepsy warning
-added more notes
-added missing notes
-added flashlight flickering

#Changes in AI:
-fixed issues with monster not appearing correctly
-fixed the spawning issue

#Changes in UI:
-fixed navigating the computers while using a gamepad
-fixed minor typos
-fixed issues with the resolution setting

#Changes in gameplay:
-fixed the wrong pulse status issue
-changed the flashlight’s arc
-fixed audiolog issues
-desks no longer provide complete cover from the monster

#Changes in level design:
-fixed player’s visibility issues
-fixed minor light issues
-fixed flickering textures
-fixed collision detection
-fixed minor issues with player blocking on objects
-fixed inventory issues
-added improved 3d models of various objects

#Changes in audio:
-fixed minor sound issues
-added overall sound balance
-added sound intensity balance
-fixed clone sounds issues

#Changes in Animations:
-fixed opening scene animations
-changed opening logos

Check out Phantaruk on STEAM.

Phantaruk update 1.1.0

Update 1.1.0 is live and we are a step closer to the release of our game Phantaruk. We are working hard on fixing bugs and adding new features. We want Phantaruk to be ready to meet you on Purity-02 on August 16th. Thanks for all the help, we really appreciate all the feedback we’ve got from community and media.

Preview version of the game will receive this update tomorrow on 30th of July.

Here is a full list of updates, changes and fixes for the 1.1.0 update:

#Major News:

-added WiFi boxes (for Audiocube)
-added object: audiocube, animation and description
-added new clons behaviour
-added slow-motion effects when using computers, scraps, textlogs, etc.
-improved AI behaviour
-fixed checkpoints

#Minor News:

-added new animations
-added new story notes
-added new audiologs
-changed lift model
-added new textures
-added new audio effects during breathing
-updated character’s behaviour during audiologs
-added new behaviour effects when character is near Phantaruk
-added highlights of the interactive objects (scraps)
-added new flashlight effects
-ballanced flashlight and syringe usage
-fixes bugs related to infection
-added seizure warning

#Changes in UI:

-reduced UI size
-added effects to audiologs
-fixed bugs related to interrupted texts
-fixed bugs causing continous illumination of computer keys
-updated cube placing in the hand during audiologs
-fixed errors related to computer usage
-fixed errors related to moving in the control menu
-fixed errors related to navigating the inventory
-fixed errors related to item desctription
-fixed other minor UI bugs

#Changes in level design:

-fixed bugs related to object collisions
-fixed texture errors
-updated particle effects
-updated AI behaviour
-corrected errors which do not allow level completion
-updated jumpscenes
-fixed bugs related to lighting
-fixed other minor bugs

#Changes in audio:

-ballanced SI volume level
-fixed bugs related to SI statements
-fixed audio effects on levels
-fixed other minor audio bugs

Meet The Team – Patryk Polewiak

Say hello to Patrick, the co-founder of Polyslash! He loves potent gameplay in video games and grim stories in any form. He has always wanted to create games. Almost as much as he has always wanted a real polar bear! The bear is still out of reach but he’s making games, how cool is that? Patrick masters the virtual worlds and wants to trigger powerful emotions in all of us.

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He wakes up every morning to create horrors, theoretically and practically speaking – not only by inducing terror among his fellow co-workers when he pretends to ride imaginary polar bear at the office, but also by creating horror experiences for players. Before Phantaruk he worked on Scopophobia and Haunted: Memories. Patrick collaborated with Nicolas Games, One More Level and Madman Theory Games. He also led a team of people while working as a lead designer at Bloober Team.

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Polar Bears are awesome!

Here at Polyslash, together with his associate, Patrick is responsible for production and game design. And he does it well. You will soon learn that when Phantaruk comes out! So you better play it or Patrick will unleash practical horror on you…

No just kidding.

Or not. Who knows.

Phantaruk comes out from the shadows

It’s been quite a while since last information about the game Phantaruk which is right now being developed by Cracow Polyslash studio. Time to reveal next secrets related to this project.

„We’ve been working on ‘Phantaruk’ for more than 2 years now. A lot has changed since, we started with the Unreal engine, now we’re on Unity” – said Patryk Polewiak, Polyslash Lead Designer. „Our goal is to create a complete adventure, which will be remembered by the players as mysterious and dark exploration of an abandoned spaceship . The aura of fear and anxiety is what’s the main advantage of Phantaruk.

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The closed beta-tests conducted by Polyslash revealed that the team had managed to achieve set objectives. Game was sent to a group of selected players, and the project met with general praise especially for the well-created atmosphere of horror and great audio track, perfectly suited to the horror climate. Notes given also turned out quite high – the average for quality reached 7/10, for audio – 8/10 and the fear index has been evaluated by the testers for 8/10. The players complained however about poor optimization and certain technical issues.

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„We’re only just beginning our work on Phantaruk’s optimization. It’s just a last step before release.”– said Dawid Cislak, Producer. – „Our beta is just a small piece of the whole game, so we are quite optimistic about the current condition of our project. There’s still a lot of work to do to bring Phantaruk to the point of release, but we can clearly see that the players like the idea and that we’re moving in the right direction.”

Concurrently let us announce that the first public presentation of Phantaruk is coming. You will see the game on our stand during the Digital Dragons in Cracow (May 16-17th, 2016). It will be possible to meet its creators live and exchange opinions. You may also expect some other surprises! We’re waiting for you!

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Phantaruk is an FPP horror game. Action  of  the  game  takes  place  in  the  distant  future.  Humanity  effectively  introduces  the achievements  of  the  idea  of  transhumanism,  a  thought  that  aims  to  create  a  post­human,  a being devoid of our biological weaknesses. Technology and homo sapiens become co­existing terms in one organism. The player lands on board the spaceship Purity­02, which is the cradle of research carried out in this field by H+ Corporation.  The idyll ends when we realize that Purity­02 is an almost completely deserted, deadly trap. A mythical  beast  of  the  mysterious  name Phantaruk roams  the  ship’s  corridor. The  monster  has only one purpose – to kill everything in sight. Every wrong move may end in our death and we never  know  whether  the  mythical  evil  is  lurking  just  around  the  corner.  The  situation  is  not helped by the fact that our hero is infected with a parasite, which causes increasing havoc in our body with every minute. Getting to know the mysteries of Purity­02 will allow the player to carry out his two primary tasks – to survive and escape from the ship.

Day 1: The New Beginning

It happened!

Polyslash is officially starting in the new office in “Małopolski Park Technologii Informacyjnej”, or shortly: MPTI. Although we moved in a few days ago, the whole crew met for the first time just today. Anyway, this is the end of teleworking and working after hours. Everything is in one place. Now we are on our own and we are making our own project full time. Polyslash is growing stronger so we consider this day as Day 1: the beginning of big changes and better standards.

The office is a bit small (23^m) and has 5-6 workplaces: big, comfortable desks connected to each other and awesome, very comfy chairs. And the view? The view is amazing – large meadows and forests with hills in the distance. Admiring the nature is easier thanks to large windows. It’s really inspiring and relaxing when, after work, you can turn your head and watch the horizon through the wall of glass. Here are some photos so you don’t have to read to long descriptions (who would ever want to read it?)

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As you can see, the office is modern and pretty cosy. What’s more, we are slowly giving it a gamedev look with posters, figurines and some random gadgets. After all, we are going to sit there for some time. How much time? I can’t say yet, because I might say too much (and you would have to die) but, I promise, I will on some day in the future.

It’s the time to speak about what we are doing here. Basically, we are making a survival horror game: ‘Phantaruk’ which was being created before as a small, indie project after hours by a few people. The situation now is different: the concept of the game won’t change but we want to upgrade ‘Phantaruk’ to create a horrifying experience for everyone.

There are going to be about 9 persons working on the project but it will be covered in the next entry. For now I’ll write that we gathered a really positive crew with great skills. We are motivated, ready for hard work and we will do everything to make ‘Phantaruk’ a great, scary game.

Cheers,
Patrick Polewiak.

HUD-making autopsy and tips

Today I’d like to tell you something about designing HUD for ‘Phantaruk’. Creating a working, immersive system is not an easy task, that’s why I hope our experience will help others to avoid unnecessary problems. “To learn from the mistakes of others”, as it is said.

Our first approach to HUD mechanics was very simple – it had to be as much useful system as it can be, showing all available information so the player wouldn’t forget what is what. It soon turned out it didn’t worked exactly as we planned. On one hand, there was too much on the screen – icons covered much space and sometimes hid elements of levels. On the other, player’s couldn’t remember what the icons mean – even bringing an introduction screen with instruction didn’t work out because players just didn’t read it.

This whole situation made us realize how important element GUD is. Up to that point we had treated it negligibly, almost ignoring it and player’s feedback changed our view of good game interface and its significance. In the end, it is something the player has contact with through the entire game.

Second approach wasn’t fruitful, either. To be honest, we just focused on the look, not usability, and changed the layout. Of course, it improved readability (“Rem” was changed by an infection bar and “Heartbeat” – by an animated image) but still it covered too much screen and still didn’t show all necessary information. What’s more, there was much more focus on the HUD due to the animated elements.

HUD

Therefore, we decided to change the approach and try making something more compact, somehow similar to what can be seen in ‘Dead Space’ and ‘Amnesia’ series. Having these ideas in mind, we implemented a medpad – a small computer on main character’s hand. It works in two modes: quick-view and inventory. The first one allows to check the heartbeat and intoxication; when right mouse button is pressed, main character raises his hand to show the display with the pulse and the infection level. Second mode is switched by using Tab/I key and turns a hologram on. There, the player has access to items, logs and list of objectives.

At the moment, the medpad works great. Not only it merges brilliantly with the game but is also functional and useful. Although its screen is mocked up, it is not hard to understand how it works.

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Is there something left on the screen? Yes, there are two elements that can be seen in the game. The first one is stamina bar which appears when the player sprints (it disappears shortly after). The second is a crosshair – it changes if there is a possibility of interaction with an object (like pickupable object or usable mechanism).

So this is an evolution of our HUD. I hope this post helped some of you look on this subject from the other point of view. Have you ever had similar problems? What’s your opinion on GUI, especially in horror games?

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Phantaruk is on Greenlight!

It’s happening! ‘Phantaruk’, our small game made after hours landed on Steam Greenlight and is waiting for your help and “YES” votes.

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Let’s recall what ‘Phantaruk’ is:
It is a small horror game which action is located on an abandonded spaceship. Main goal of the player is to survive and escape from the vessel. By using available resources and sneaking, we solve puzzles and fight for every minute of our life.

At the moment, the game is in beta – every main systems like AI, inventory, items are implemented. Our task now is to create a top “layer” of this product, cleaning and debugging in the meantime. Only one “bigger” thing is left to do: advanced HUD. But we want to make it fast. Ah, I almost forgot: we want to include new type of enemy, too.

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Soon, in a few days we are going to publish beta demo version of the game which everyone will be able to download, play and judge ‘Phantaruk’ by themselves. If anyone wants to be updated, I recommend subscribing to our website.

So, wish us good luck and press “YES” if you liked it. Share it if you can, it will be very helpfull. 🙂

Link to Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=403584625