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Tag: Polyslash

We. the Revolution

“We. the Revolution” is a game we have been working on for quite some time now. It is a project we have poured our hearts into, and we are polishing it tirelessly to deliver the best, most exciting experience possible.

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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

 

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.

Meet The Team – Dawid Ciślak

The other co-founder of Polyslash is a man who travels through time focusing on his two passions – movies and video games. He graduated in film and television from University of Silesia with a degree in film and television production. He has worked on various shorts as a screenwriter and a director. This gave him a great background for making video games.

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David is an advocate of deep stories. Combining his passion for movies and video games he wants to create emotional visual experiences. Something between those and beyond. In order to achieve that goal David has always wanted to understand passion of his co-workers. He wants to be empathetic and realistic at the same time. Sometimes he also wants to kill them, especially on Mondays, but hey, they are doing a horror game after all, are they not?

Combining different experiences allows the team to achieve something beyond borders – a truly emotional visual experience.

David started his career in game development at Reality Pump where he’s worked for two years, mostly as a lead cinematic artist. Now, combining his knowledge and that of the rest of the team, a truly intense experience is in their reach.

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.

#KrakJam without sleep

We’ve made it! After 48 hours (almost) without sleep we’ve finished our game for #krakjam, which was a part of #GlobalGameJam 2016. The theme this year was “Ritual”, which gave us some very cool thoughts to work on.

We started a planning around 17:30 P.M. and for next two hours we were thinking about what to do. Suddenly we’ve come up with a vague idea – “Player can posses any item in the house”. And yeah, that was that. But wait! I don’t want to talk about the game in this post, there will be a moment for that. Now I want to describe what was great and where we failed.

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### THINGS THAT WERE GREAT ###

  1. Finished almost everything

We have done almost everything we’ve planned to do. It’s really awesome because normally things go very bad (in most of the projects) in this. We modeled and set up a whole nine room house, complete with environment; scripted a small quest line and most of game mechanics. Also one of us did the voice-overs.
It’s surprising how much we managed to accomplish. I personally think that we’ve made it because we were not wasting time. We’ve swiftly developed the unclear idea for the game into a design we could work on. Of course there were some technical shortcuts we’ve used. For example, our models did not have textures – only baked shadows and ambient occlusion. This also gave us a distinct, simplistic yet pleasing look.

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  1. Communcation and task management

Our speed of work was incredible because of good communcation within the team. Everyone knowed what to do and which task was most important at the time. That was essential for the project.
Of course we didn’t use any special software to manage the team: simply discussing ideas and exchanging notes was enough.

  1. Atmosphere

Despite our depleting energy we tried to stay calm and funny. Of course we had some arguments (especially before making the final build…) but after all we had fun. I think it was related to good communication within the team, because we understood each other. Anyway… if your team is lazy and/or on a verge of breaking, just youtube a silly song 😛

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### BAD STUFF ###

  1. All beer has gone 🙁

That’s all, guys. Next time I will tell you something about the game itself.

See ya,
Patrick.