War for the Overworld
rocks
imp
March 11th , 2012
Uncategorized :: WFTO Development Update – Assorted Visual Awesomeness

Hey folks,

 

Before hand let me just explain the post drought on this site in particular. You see, we have been doing all of our new posts on the Subterranean Games website. There is a reason for this. We recently obtained a new website programmer and for the past 3 months he had been working on the site. He was working on the site as we felt the current site was lacking in vital features and just wasn’t up to scratch.

So from that point we waited for this new site which we planned to do a big reveal for, suddenly our website programmer became very ill, so we waited for him to recover. It’s been around half a month after he has recovered and we haven’t heard back from him.

We can’t really keep waiting and leaving this site empty, so for now, we are going to continue using this site until we can finally launch the new one. Expect weekly updates again. Starting with this one.

We haven’t shown you a huge amount of visual stuff, so this week we’re going to make it all about the eye candy.

First up, concept art for the Gateway, which we aren’t going to talk about in detail just yet:

Secondly, here’s a work in progress model for the weapon of a to-be-announced unit:

And lastly, here’s a preview of our water tileset:

That’s all for this week, but we have some exciting stuff coming in the next few weeks so be sure to keep your eyes glued on the blog!

Posted by: Kyle

















December 10th , 2011
Update :: WFTO Development Update – Subterranean Games, New forums, Alpha, and more!

Check out the development update we’ve posted over at the Subterranean Games website!

The War for the Overworld website is currently undergoing a redesign, and in the meantime we’re going to be using the our new forums to keep everyone up to date with what’s going on.

Posted by: Simburgur

















November 14th , 2011
Uncategorized :: WftO has moved to its own forum & new company has been assembled

Hello everyone, just recently we have made a new company name and assembled a forum around a domain. It is this forum we are moving to, we cannot stay on Keeper Klan for development as we aren’t Dungeon Keeper game any more. However we will still have a section dedicated to us for discussion on Keeper Klan.

 

Now for the company, we have went with Subterranean Games as the company name. We like it because it’s sort of a reference to underground things, which is something we were for a while. We assembled a Facebook and twitter page here: http://www.facebook.com/pages/Subterranean-Games/165206173574598

and twitter here: http://twitter.com/#!/subterranean_g

Both are not fully set up and lack a proper logo, the one we have is just a really quick temporary one we made up. It doesn’t reflect what the logo will be at all. Same with the forum, it uses the same temporary logo.

 

So if you are part of Keeper Klan, or from any of our other groups and wish to join, please sign up at our new forums here: www.subterraneangames.com/forum

Thank you everyone!

 

-WftO team

Posted by: Kyle

















November 11th , 2011
Uncategorized :: Where did all the stuff go & Graphics designer wanted

Just another quick update. A lot of you are probably wondering where all the videos/images went from youtube/moddb and our site. Well we essentially removed all the DK material from our sites, but don’t fret, new fresh content of our new IP will be going up soon.

Also we are looking for an experienced Graphic designer who is experienced in photoshop to make us graphics similar in quality to those used on our site. Details of job will be explained further once you come in contact with me.

If you are interested please contact me on: kyl...@warfortheoverworld.org

Posted by: Kyle

















November 8th , 2011
Update :: News on WftO’s direction

Hello everyone, this is possibly the biggest news we’ve ever announced on this project and I really hope you find what is within the post to be good news, and not bad news.

We planned to ask for permission to use the DK IP to EA, we wanted a member of the team’s connection to tell EA at a meeting they were having just a week or two back but sadly the town the meeting was being held in got flooded and they had to post-pone for a week.

While we were waiting wondering what to do, we had large discussions about the future of the game and where it is heading. After long meetings and many options being evaluated we decided that we should not be using Dungeon Keeper’s IP and instead developing a completely new game that does not step on EA’s toes. Reason being is that we believe we have very little chance of obtaining the IP from EA especially considering the Dungeon Keeper MMO coming out and we might be considered as being a project to take attention away from their own DK games.

If we were to get refused permission, it’s very likely EA would put a stop to this project altogether and we would have to shut everything down and lose all progress and work put into the game. This is something we would never want to happen.

Thus starting the design from scratch, coming up with our own ideas and original characters we are able to avoid possible infringement and also have so much more freedom to explore ideas we would of never before due to the fear of trampling some people’s nostalgia.

 

I hear what you are all thinking.

 

but Kyle, Dungeons tried to be a Dungeon Keeper game and the game was terrible!

I believe the problem with dungeons was that it deviated too much from the core gameplay, and focused more on prettying up your dungeon than the actual god game aspect of it all. I promise, as the leader for this project, to remain true to the spirit and gameplay of Dungeon Keeper and bring you a game you’d love as much, if not more than EA’s Dungeon Keeper series.

 

Does this mean the alpha will be delayed?

I doubt it actually, when I said we were starting the design from scratch, we hadn’t started really nailing down on the design properlly yet, we were more of less just implementing a lot of Dungeon Keepers features and tossing around some ideas. Since the decision to change we have been really getting on with design, there is now a dedicated design team all working away who have already came up with so many good ideas it makes me wonder why we never did this before. The story we had started writing out actually contained very little of Dungeon Keepers original plot or elements and was mostly our own doing, on the programming side nothing at all has been lost. Mostly the modelling side is going to be set back a bit, however, not soo much that it is a problem. So no, we still expect alpha to be on track, or at most, to be delayed to Q2 instead of Q1.

 

What does this mean for all the art assets?

Art assets is the portion of the project hit the hardest in terms of workload. We’re going to have to discard the old models, and a lot of the concept art, even some of the ones of our own characters.

The reasoning for discarding so much is that on WftO we’ve had so many concept artists come and go, they’ve drawn things for us and then took their leave when life becomes busy, a few of them have settled in here and continue to pump out lovely work. but a lot of the work being produced was very inconsistent with other designs and the general art direction we were going for, also not all processes of concept art was being followed. To remedy this I have assigned lead roles to each section of the project, one being the art side. The art side now has a lead concept artist who will oversee all art being produced and ensures it all comes out using the same process and fits well with the universe and the character description.

The modellers can actually modify a lot of their existing models to aid them in the change.

 

Will the project become commercial?

This is something we are still deciding on, we’re leaning towards more yes, but we don’t want people to think we are in this for the money. We talked about what we would do with the money and everyone agrees on hopefully taking the money to purchase a UE3 license and setting up a studio to create more games. This would mean we could support WftO to a much greater extent and if you really liked how we handled this game, the possibility to play more games made by us.

 

This is something we really want to hear your voice on as it would directly affect you, the gamer. So please, give your thoughts on this, and the rest of course.

 

What is going to come of all this?

It may have seemed I answered this question above, but I guess I should summarise.

- Far more creativity and originality from our team

- Complete freedom with our game and what we do with it

- Because of the above things like Steam support can become possible

- Our project will no longer be unwelcome to certain game websites who frown upon copyright infringing games, meaning we have the opportunity to spread the word about our game further and attract more possible team members.

- We can explore ideas we never could before

 

So we thank you all for supporting the game while it was a Dungeon Keeper game, and we really hope that you will stay and continue to support it as its own game. There’s really no amount of thank you’s we could give for how patient and supportive you people have been through-out our slowest years. I swear I will fill your stockings with so much Dungeon Keeper-like greatness you’ll be crying over how spoiled you are.

Over the next couple of weeks we’ll be focusing on removing our dungeon keeper infringing material from different sites and then spending some time cracking down on our design. You will still get regular development updates.

Until then, stay strong everyone.

 

-WftO team

 

Posted by: Kyle

















November 5th , 2011
Uncategorized :: November 5th – Ultra late news post of death

Hello everyone, We’ve been right at work in the programming side heavily for the last 2 weeks. We’ve implemented a bunch of features. PLEASE BEAR IN MIND THEY ARE UGLY, our modellers have had a small absence right now with LAN’s and festivals so the programmers have had to double as artists!

Let’s go through what we have.

Gems - not much to say here other than they are unlimited versions of the gold veins.

Picture: See below

Bridges - the bridges can go over lava and water, the current bridges will burn on lava. There will be a special type of bridge for each piece of SPECIAL terrain, which I will come to shortly.

Deep water - which is a deeper version of normal water, we’re not giving away too much about it right now as the mechanics are super top secret.

Chasms – This is also another terrain we’ve came up with, it’s inspired from a community suggestion which the original creator will get credit for, it’s basically a large CHASM that stretches very far down past what the eye can see, bridges can be built over it, but only special floating-type of bridges. Units can fall down here in an an assortment of ways. This terrain is NOT an instant-kill, it only takes creatures out of action for a small amount of time.

Doors – Doors all up in this dungeon, you can lock it, unlock it and then lock it some more.

Portal – Portal basics are in place, it is spawned within the world but does not yet properly produce creatures.

In addition we have also shifted water and lava down a tile so they don’t sit on top of tiles and instead look like they are lower down, WHICH THEY ARE.

In the sounds realm we’ve implemented the new “tag rock” sound our new sound engineer Greg made.

Also a lot of bluto’s particles are in the game and working.

To top it all off, there has been some minor changes to lighting to make it look the little bit better.

As for the big news I promised you all, you’ll have to wait, it’s on its way. We’ll go ahead and tell you that EA have not said Yes, nor have they said No either. So before you start jumping the gun about EA take that into mind.

See you within another week or two!

-WftO team

Posted by: Kyle

















October 19th , 2011
Update :: October 19th – Video showing basic trolls in action

Hey all I just thought I’d share the latest video from our youtube channel on our site. Tell us what you think of what you saw in the comments!

 

Posted by: Kyle

















October 15th , 2011
Update :: October 15th – Development progress

Hello everyone, once again I am writing the news as James is busy with a really important task and I do not wish to take him off it to for this news post, so you will have to bear with my writing once again.

Programming

On the programming side we’ve started making the creatures behaviors so they perform tasks, we just finished making them able to create a proper bed and go eat in the hatchery when they are hungry.

Also on top of this we’ve added the ability to modify creatures stats at run-time, this will allow testing to much more pain free.

The stats that read 0 are the ones we are still working on.

Modelling

On the modelling side we’ve started on some more rough models for the creatures. Bluto got work done on the Fly, Beetle and Hellhound.

Remember none of these models are close to done yet, so what you see is only going to look so much better pretty soon.

Particles
A new type of news, I know. However we don’t have a particle designer just yet, instead bluto played around with the particle editor and came up with a few effects, what do you guys think?


The top is a torch flame effect and the bottom is the blood-spurt that enemies have when hit and the pool of blood they leave behind when dying. Keep in mind the effects look a lot better in motion.

Team

The team has officially reached 40 members, not all of them are on the team page yet, however we have recently taken on a few team members:

Sam Thorn – Composer (Along with Graeme)
Tom Hope-Parry – Animator (Who’s doing a fantastic job of animating the imp, soon we will have something to show you with that)
Gregory Wyatt – SFX Composer

Also Arin Hanson(AKA Egoraptor) of “Awesome series” fame expressed interest in voice acting for the project when I messaged him. Currently we are awaiting his final decision.

It sure has been a productive week so let’s hope we can keep this pace up!

-WftO team

Posted by: Kyle

















October 7th , 2011
Update :: Introducing…. [drumroll]

Too many exciting new features to EVEN list. Well, I’ll list them but I’m sweating at both the exhilaration of having to retype this entire newspost and out of anger at having to retype this entire newspost.
Now, to get in the mood I want you to sweat profusely.
Well done Keeper.
We’ve got a ton of eyecandy in store for you this week, it’s so sweet that you’ll want to take your own eyeballs out and gorge upon their sweet & meaty tenderness.
Prepare to eat your own eyes.
Did you do that?
Well done Keeper.

The Viking has been redone with a lot of love and care, though he is still a work in progress, we’ve fixed his hair up nicely (thank Bertha) and his crownéd cranium is now gilded with golden locks.
GoldenLocks

Now I know what you’re thinking, “Pa’ tol me neva trust a man ya can’t see his eyes”
Damn straight, I was thinking the same thing.
Pat yourself on the back for being paranoid and a fairly troped version of a possibly-inbred member of the southern United States.
Did you do that?
Well done Keeper.
THE POWER IS IN HIS EYES
By Thor’s mighty hammer — he looks angry.
Back away slowly… don’t break eye contact… his power comes from his eyes.
Well done Keeper.

Well, you narrowly escaped death there — let’s keep that as the hopeful paradigm & useful advice of today.
Narrowly escape death.

Moving on to another model we have the sweet little spider. It’s a friendly little beast who keeps your dungeon clean of pests like flies…
KSSSSSSSSSSSSSS
Oh… it’s a bit larger than we thought it was going to be.
Well as long as you don’t wave your arms up and down frantically and start buzzing like an insect we should make it out of this just fine. Back away slowly.
Well.... running couldn't hurt at this point -- right?
You frantically waved your arms up and down and started buzzing didn’t you?
Poorly done Keeper.

The spider will near completion quite quickly.

On to the other exciting news.

Programming News
Our first creature has been properly implemented — we’re currently using a placeholder model for it.
What does this creature do?
What DOESN’T it do is a better question. Psh… the nerve of you… asking what it does…
Hmph.
Wag one finger at your own face while repeating the word “shame” to yourself 10 times.
Thank you Keeper.

What it does:
–It has mood swings, similar to your last significant other there’s no real telling what bat-sh!* crazy emotion will come spilling out of its half-deranged mind. Happiness implemented and it tends to range from:
>Happy (Think “Junior Senior”),
>Sad (Think “Radiohead”),
>Somewhere in-between (Think “Coldplay”)

–It generates its own name. We like to give our creatures that kind of flexibility, I mean, if he wants to call himself RoflStomp TeabagMaster III who are we to say no?

–It has basic variables in place for stats, placeholders for now but they’re all there.

Moving right along,
Slapping Fixed

Recoil has been reduced and is now controlled by a single variable, we decided to slap creatures more toward the ground than across the floor, the blood and other… body fluids that they leave behind after a good solid slap is much more satisfying than watching them whiz across the room.
Creatures also die after a set number of slaps, as aforementioned creatures only have a limited amount of “goop” inside them that they can lose to slapping before they expire.

Pay Day Implemented 

Creatures now require pay, with all this slapping and rampaging spiders they need a bit of “danger” money, you know what I mean… they’ve probably got a wife or some kids back at home and they can’t be out there risking their necks for nothing.

The Dummy Model is almost completely animated and videos shall come shortly.

What’s the Dummy Model, you ask?

Well…

If you really want to know…

 

 

[Drumroll please]

 

 

Thank you Keeper.

Introducing: The Dummy Crew
Presenting: The Dumbs [See also: "Dummy Crew"]

Front & Back Dumbs

And with that we depart for the week, have a safe weekend and thanks as always for dropping by.
Cheers,
–WftO Staff

 

p.s. I apologize if there are errors in this post, I had to retype the entire thing after wordpress made naughty all over my original post and deleted it [Ed. James].

Posted by: James Heinichen

















October 4th , 2011
Update :: The Portal Opens Q1 2012

After a discussion about the games development schedule, we have come to the conclusion that we can enter “Alpha” stage of development by Q1 2012. This is a deadline we are all working hard to meet, and it definitely is within our grasp.

The alpha will contain all of the basic features implemented in some form or another, the alpha will be closed at first, becoming open later. In order to get into the the closed alpha you will need to apply to us using a form which we will open up later (we will alert you to when it is open). In this form you will have to submit a few things, the main one being your computers specifications.

We want to thank you all for your continued support, we wouldn’t have been able to make this possible without it.

Lot’s of love
-WftO development team

Posted by: Kyle