Shots Fired cover
Shots Fired screenshot
Genre: Shooter, Simulator, Adventure, Indie

Shots Fired

🌳Yggdrasill has a new hope!🌳 (0.2.16)



The tree of life, 🌳Yggdrasill🌳 has opened the doors to the Neverinth once more and summoned another fearless heroine to its halls.


She too faces the task of returning the universe to balance and restoring Valhalla to its former glory.
Along with her trusted katana, she brings a unique set of abilities adding a touch of elegance and poise to Neverinth’s brutal combat.
In addition, two new weapons (Freeze Bomb and Energy Mead) and three more jewels will be available in her path to the sacred halls reconquest.

Check out all the new updates!



  1. Added:New character – Proud Aspirant
  2. Added:New weapon Type – Katana
  3. Added:New skill for the Cultist Mentor boss
  4. Added:2 New Items
  5. Added:3 New Jewelry
  6. Added:1 New Grace
  7. Added:Customized control settings
  8. Added:UI prompts will change with different controller/keyboard
  9. Added:BGM volume control. Sound Effect control 
  10. Added:Motion blur switch
  11. Added:Japanese localization
  12. Added:Totem tutorial
  13. Adjustment:UX adjustment of Totem system (especially with mouse & keyboard)
  14. Adjustment:Mouse camera control improvements. System- Camera speed ​​unit refinement
  15. Adjustment:Value adjustment of Bosses – Gram. Cultist Mentor
  16. Adjustment:Broaden the room of first level (Broaden some part of first level)
  17. Bug fix:Enemies stop sometimes after we hit them
  18. Character control improvements

Adjustment of Totem Power




  • Garm Totem:Attack stamina consumption -70% -> -50%、Life Debt restoration with attack +35% -> +25%

Adjustment of Jewelry ability




  • Power of Will:When consuming stamina, increase damage % based on current stamina divided by 12 -> 10.
  • Earring of Exertion:Damage increases by 1% for every 5 -> 3 stamina points consumed
  • Frostbitten Necklace:Shield +180 -> +120. Increases damage taken by 30% -> 35% but freezes the nearby attacker.
  • Earring of Adrenaline:Shield +150 -> +70. Physical defense +2 -> +10
  • Earring of Proficiency:Shield +400 -> +250
  • Earring of Exchange:Shield +280 -> +200. When shielded, every 500 -> 300 Essence possessed by the character will increase damage by 1%
  • Alchemist's Ring:Shield +200 -> +150




https://store.steampowered.com/app/966430/Neverinth/

Watch the New Valkyrie Reveal!
https://www.youtube.com/watch?v=2LWyDgf1Aqs
Watch the Cultist Mentor Boss Update!
https://youtu.be/BDWLlZf_ipw


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A Look Into the Art of Shots Fired [Part 2]


Welcome back! This is the second and last part of our art blog series focusing on the evolution of the art in Shots Fired. We will be looking at the final stages of our visual style development mainly about old art revamps, new maps, and polishes.

It was mentioned in our previous art blog that the first few months of 2017 was a huge phase for Shots Fired in terms of aesthetics and visual appeal. We will be guiding you through our observations on the old art and the steps (and missteps!) we took that ultimately led us to how the game looks right now.

When Puberty Hits Shots Fired



Like a child in its adolescence, Shots Fired, during this time was still uncertain about a lot of things and the path its going to take is still unclear to everyone involved. We were still trying out new gameplay stuff and experimenting on what works for the game and--more importantly--what doesn't. However, we already had a clear idea on how the game should be looking like until it reaches the late stages of development.

Shots Fired's art during the time was still a bit gloomy despite having been revised to have lighter colors so it still kind of gave the wrong signals on how we wanted the atmosphere of the game to be like. We felt like the gloomy look of the game didn't match the kind of humor the game offers. The first decision was to change the overall aesthetic of the game by making everything look more vibrant and "friendly". A great example to show how much changes were made is in Katsu Dawn Park; the grass was made more vibrant, the trees were improved, shading on the rocks and other objects were polished, and the pond was animated to make the environment look more alive.





A before and after look of some of the objects


Revamping the Clues



The next part of the game to receive the revamp treatment were the clues. We figured that the old clues were still open for a lot of improvements. Most of them still had rough and jagged edges, and they were too small and blocky for our tastes based on the new style we were aiming for.


Old clues

The remakes included cleaner lines, more details, custom fonts, and handwritten text on some. All contributing in making each clue a bit more personal and unique to the mission it is being used for.


New clues

Not soon after, we realized a huge problem with the clues having handwritten-style text and different unique fonts: localization. One of the languages we targeted to support was Chinese so the clues and everything had to be in that language. We were afraid that if most of the text in the clues were not in Chinese, Chinese-speaking players would feel a bit alienated and make them think the game was never actually made for them. So despite us liking how the clues were starting to turn out, we decided to adapt to a different method where we have blank clues where interchangeable text are then drawn above in realtime. Not everyone was 100% on board with this, but we all have to make our creative compromises from time to time.


Doors To The Lobby



As mentioned in the previous episode, the game had a computer screen with Doors OS to handle things like mission selection, the shop, loadouts, etc. However, we wanted players to access some of these menus during a mission and they can't just lug around a computer as an assassin that hops around each part of the city killing targets. So, we decided to put those into a smaller device: the Phone. The Phone basically acts like the obsolete computer but with the added benefits of being able to call a ride anytime or to swipe right when you find the perfect match. But of course, we can't just have a mobile screen in front of the player at all times outside a mission. Thus, the lobby was born.


The Lobby

The Lobby isn't just there for the sake of having a cool screen. It grounded everything together. It acts as a way to access the Phone, the Bingo Book (boss missions), and more. Also an added bonus, it gives slight insights about the protagonist through small details in the scene. Neat!


Cutscenes



You read that right; the game has cutscenes. The original version of the game did not have any hints of it having any sort of cinematic sections but the more we delved into the narrative part of the game and the more it looked like a close relative of a visual novel to us, the more we realized that we needed a way to tell the story in a more interesting fashion and not just completely in textboxes.


Chilling with the fishes

Most cutscenes that happen at the end of every week in game are these huge, full-screen images that consist of around 2-3 frames. The purpose of these scenes is to simply tell a story of what the protagonist does during their day off. Some of the more important cutscenes are more complicated; they tell an essential part of the story as the player progresses through the game by defeating bosses. They consist of different scenes and have more frames than the end-day cutscenes.

All in all we thought they were a great opportunity to switch up how the story is presented and also explore the life of the protagonist and how the world revolves around them.


Conclusion



In conclusion, Shots Fired being a unique game in itself gave us tons of freedom on how to approach things. It challenged us to think outside of the box very often. Thinking of a style that works for a game about child abduction, memes, and assassination is not as easy as it sounds. It made us step outside of our comfort zones, and made us realize how important it is to learn how to set aside our creative ideas that doesn't help or contribute to the game as a whole. We had a fair amount of creative differences (as any studio should) but these differences ultimately led Shots Fired to where it is now. Regardless of how these creative decisions affect the end result of each game we make, we'll be proud of it. And we'll continue to grow and learn from them.

That about concludes it! We appreciate you for taking the time to sit down here with us. We have more blog posts coming soon and this definitely won't be the last time we'll be sharing stuff about the art side of things. So stay tuned.

Thanks for hanging around!

A Look Into The Art of Shots Fired - Part 1


It’s been now a little over 2 years since we started Shots Fired. It has grown from a simple game jam into a full-fledged game that would be releasing on Steam and Switch this 2018. The amount of changes it has been through is huge. Total make-overs and overhauls were made to make it what it is today. So, why don’t we hop on our DeLorean and get to 88 miles per hour and look back into what “was” then Shots Fired. 🚙

2015



December of 2015 is when we started Shots Fired. It was developed under Ludum Dare 34 with the theme “Two Button Control” & “Growing“. This was initially going to be the medium in which our artists would explore different art styles that we were not experienced with (This was ‘Pixel Art’, which to be honest was a first for the team then).

Upon deciding on a sniper / assassin type game, we practiced doing some art. The characters were created under this style, inspired by other games such as Party Hard, FTL, etc. The simple style of the characters made it easy to mass produce a bunch of them (as seen below).


Character sprites showcasing the different variations of characters


We had decided on using sprite animation during this time. Of course with every new character we had to slice each part to match, pivot points needed to be the same so we had a template where we could just replace the part needed.

We added a few inspired characters from pop-culture and famous anime that would easily be noticed by the players. This was one of the ways we tried to get players to get the “Hey! I know that character” kind of feeling when playing the game. We did decide to not include faces in-order for players to not fully perceive them as real people.

The environment itself was a challenge during that time, as we wanted something that looks complex yet simple. We somehow got to the environment seen below which is also in the latest build but in a more updated version, the “Park” map. After 2 iterations, we finalized 2 trees and changed their colors to add a change in the monotonous greens of the park (a bit autumn as Ronnie would say). The rocks and lake took a bit of time as we went overboard with the detailing on that. We also needed to populate the park with other amenities or objects that would add a busy look to it.



It looked pretty bluish at that time. At this time, we had no logo or name for the game yet so we decided to try making a few random ones. One of the artists made an exploration of the text “Shots Fired” as you are firing bullets. We tried using the colors of a bullet which didn’t really look as appealing as a blue metallic theme which is an old school type of logo.



Now that we had a logo, environment and characters, we needed the basic UI for the game. We had no main character to show except for a concept character that we used all throughout the creation of the 2015-2016 build. We had him smoking to add motion in the main menu and a few contrasting buttons that made it feel like a retro game. A mission selector was also created for the initial build of the 2015 game.




2016



After 2015, we wanted to create more with Shots Fired. We didn’t want it to be just an arcade shooter type game, we wanted it to have more substance. We had a total overhaul of the environment and UI during this year. More environments and characters were added during 2016 as well as a plan for us to go to into Steam Greenlight. We changed the color palette into something a bit brighter and pleasant looking as seen in the image below though we forgot to add walls to the sides during this time.


Just the color itself made a huge impact in how the mood is like in the game. From the bluish darker tone to a brighter tone it now made the characters a lot more visible. We added a few more objects into the scene to make it less empty looking. We also decided to add a few more maps into the game, seeing as a single map would not add to the game’s replay-ability.

So with a full fledged game being targeted, we needed a new set of UIs to come with the game. Since we knew we were paying homage to the old school games of the 90’s, we decided to return to our roots of doing a parody of Windows 98 which we called Doors OS.

We also decided to use old website designs for the games mission list while using an email system similar to a popup “MSN Hotmail” or even “Yahoo!” mail. We had a store for the supposed feature of adding cosmetic items to your weapon or weapon upgrades which at the time was one of our main features.



This is where things started getting serious. We had the base game almost ready but it still didn’t have the oomph we wanted. What were we missing we wondered, then we came up with a story. This was when stuff about the extremist group ISIS came about and we decided to go with IBRO; An extremist group that does any and everything to take TVs from unsuspecting innocents.

With a villain already in mind, we needed bosses which were unique and would stand out in a crowd of 100 in a map. It was during this time that we decided to change our animation technique into something much more time efficient. We used “Puppet” style animation using the Unity animator to create a few animations that could be reused by each other character by just replacing the specific part sprite.



Unity kept each sprite sharp through changing the “Filter Mode” into “Point” in the inspector. This animation style made it easier to adjust and add new animations that could quickly be added into the game. We had generally everything up and running during this time and we were ready for Steam Greenlight; to which we proceeded to complete, trailer included.

The trailer was made through in-game footage and some editing but it generally showed the gist of what the game was at the time. We got tons of views and “Yes” votes when the (in)famous game critic, Jim Sterling, created a new series with our game as the first video.

Once we got greenlit, we decided to join a local indie game showcase, “ESGS Indie Arena”, through our friend Ms. Gwendelyn Foster. We soon met our Publisher, Another Indie Studio, who were showcasing Lost Castle in the event.

Early 2017



Early 2017 was when we once again had a total makeover of the game. This time it wasn’t just small details that had to change, but the overall aesthetic of the game. We decided to take a modern turn this year for the game. We knew that the characters didn’t have much impact in terms of visual appearance, so we decided to start with that.

A few concepts were created to begin with, but ultimately we chose one which I considered was a style befitting of what we were about to do (Which was shooting them). This also meant that we had to update every animation which was previously created with the old sprites since the new characters had new pivot points due to their larger proportions.



Now it wasn’t just this that had to change. We also wanted to add more variety to the society in the game, thus we decided to add body types. (Sigh, such hard work all gone down the drain… 😟)



You can see how much improvement was done in terms of animation smoothness and character design. This was step one of the what we call Shots Fired 3.0.

We then had to change the environment and UI once more to fit the new updated style. The environment went through a lot of changes especially the Apartment map that was shown above. A total of 3 overhauls were made specifically for the Apartment map at the time.





Through all of this, even with all the major overhauls of the game we were still inching bit by bit into what we wanted Shots Fired to be. As the post is a bit long, we’ll continue more in Part 2!

If you're interested in reading more stuff like this, check out our blog.