Abadon: Guardians Rise

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Ummagumma Games Unveils The Worldmap Prototype For Abadon: Guardians Rise

Abadon, Press Releases

Introducing The Worldmap, a top-down, shoot ’em up game-play mode that will serve as a connect between Abadon: Guardians Rise’s various side-scrolling, platformed levels.

As Vanguardians tasked with liberating the planet of Abadon from an extra-terrestrial invasion, players must visit multiple locations/levels and complete specific objectives therein to advance the game’s narrative.

With players granted control of their mother-ship, Aegis, The Worldmap essentially lets one traverse the planet in top-down view, explore randomly generated locations and choose to complete them or head to a different level altogether. Breaking down a functioning prototype of the new mode in the video above, Lead Designer Scott Bowser explains —

‘We wanted it to offer a unique and engaging way to choose next levels/objectives that feels significant and entertaining, without being too much or overly hard on the player — which the objectives of the platformed sections of the game tend to be.’

The Worldmap will additionally feature its own set of missions, collectables, enemies and system of progression apart from Abadon’s 2D platformed levels. Furthermore although the prototype demonstrates placeholder art, the mode will eventually feature updated scenery, variations of enemies and visually diverse locations in the vein of the game’s primary art style.

‘Artist Andrew Ganzales will be working on that, as well as the next level we have in the queue,’ continues Bowser, ‘but only after we finish the City level which we’re currently having issues getting to look right. Hopefully, we should have the Worldmap playable by the summer.’

With Ganzales replacing Charles Ferguson-Avery as Lead Artist Illustrator on the Ummagumma team preceding the game’s co-op teaser reveal last year, development pace had admittedly hit a speed-bump through the holidays.

 ‘We’ve also gone through multiple iterations of the City Level because we can’t seem to get something that we like. ‘ Bowser admits. ‘Since then, there has been a lot of bug fixing, testing, and working on the Worldmap. The Worldmap, being its own game essentially, has taken up most of the development time in order to lay the foundation to build the rest of it upon. We’ve also been designing new characters and how they will be playing.’

 

Abadon: Guardians Rise will as a result not be making its planned demo release period of Q1 2017 but has instead been postponed to an unannounced date. ‘Work continues regardless.’ the development duo assures. ‘If we’re not developing, we’re designing, if we’re not designing, we’re brainstorming, if we’re not brainstorming, we’re developing.’

This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Abadon: Guardians Rise and the Ummagumma Games team is currently affiliated.

One can learn more of Abadon’s progress and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Abadon: Guardians Rise

Set against the backdrop of a mysterious extra-terrestrial infestation, Abadon: Guardian’s Rise is a 2D platformed, Roguelite tale of an elite planetary defense task-force in development by Ummagumma Games.

With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, players must rush to restore their decimated squad of Vanguardians and recover the Planet of Abadon from the clutches of alien originated violence.

Abadon: Guardians Rise is in development for a PC launch, with a potential Xbox One debut being considered as well. The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — sometime during 2017, with the intent of garnering crucial player feedback therefrom towards further development.

Higher Eclectic Space

About Ummagumma Games

Ummagumma Games is a two-man development team populated and co-founded by Lead Designer/Programmer Scott Bowser and Lead Artist/Illustrator Andrew Restrepo Ganzales.

Abadon: Guardians Rise will be the duo’s fourth gaming release and first PC directed venture. Other releases include the Android titles of You Can’t Escape, Godsmash: Armageddon and the upcoming Soul Samurai.

Twitter | WebsiteInstagram | Facebook | YouTube

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn

Abadon: Guardians Rise Tests Crawler, Zombdoge & Zombull Enemy Concepts as City Level Undergoes Redesign

Abadon, Press Releases

Abadon: Guardians Rise is now in the process of having three new enemy additions play-tested for its City Level. Accompanying the previously introduced Zomborgs, Zombie Cyborg enemies that function by converting civilians into one of their own within the Level, are Crawlers, Zombdoges and Zombulls.

Crawlers function by clinging onto walls, lunging at players, exploding and causing damage on contact. ‘The Crawler video demo shows it crawling towards the player, lunging as soon as they get close.’ explains Lead Designer/Programmer Scott Bowser. ‘The player then starts attacking the Zomborgs, but gets hit by the Crawler because he wasn’t paying attention!’

Zombdoges on the other hand are far more vicious; one of these are seen trapping the player’s movements in the above demonstration, enabling Zomborgs to pin them down for massive damage as a Crawler looks on. This is all while Zombulls smash through an area’s destructible objects, subsequently leaving civilians (that must be protected for points/XP/mission objectives) and the player open to a Zomborg attack.

‘When you put a Zombull in a room full of civilians and Zomborgs, your enemies can multiply real quick!’ adds Bowser. ‘Add in trying to dodge a raging bull, wall crawling cyborgs, and anything of the other planned enemies, makes the City Level VERY challenging at higher difficulty levels.’

‘It’s still undecided if all of these tested enemies will be going into the game, but after playing around with them, they definitely do a great job of keeping the player on their feet in different ways.’ The City Level itself appears considerably different from its introduction in June. ‘Per Lead Artist Andrew Restrepo’s comments, the color palettes of the City Level were clashing, where the assets on the player’s layer were mixing with the background, making it hard to distinguish background from foreground. ‘ Bowser continues.

‘So he went in and completely changed the color palettes of ALL backgrounds as well as added more detail. He also made brick tile maps for me to use that have more detail and look like true brick buildings. The duo is still evaluating how they want the tilemaps to connect, how to add greater detail, as well as how to present players with navigation Cues.

Each time the existing tile-map is changed, the level has to be completely redrawn, turning the Level’s configuration into a time consuming endeavor. ‘Once we’re done, we’ll also be looking into ways to potentially randomise buildings by color, enemy layout, and maybe even size/shape.’ they surmise.

The City Level is one of several that will be making an appearance in Abadon: Guardians Rise’s upcoming demo, another being the now completed Nuke Cave level seen its Co-Op Teaser, offering up to 2-3 unique variations of themselves for players to experience.

Abadon: Guardians Rise is currently having its various characters, levels and populating assets developed en route to a Q1 2017 demo release. For prior updates, visit its Higher Eclectic Space.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Abadon: Guardians Rise and the Ummagumma Games team is currently affiliated.

One can learn more of Abadon’s progress and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Abadon: Guardians Rise

Set against the backdrop of a mysterious extra-terrestrial infestation, Abadon: Guardian’s Rise is a 2D platformed, Roguelite tale of an elite planetary defense task-force in development by Ummagumma Games.

With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, players must rush to restore their decimated squad of Vanguardians and recover the Planet of Abadon from the clutches of alien originated violence.

Abadon: Guardians Rise is in development for a PC launch, with a potential Xbox One debut being considered as well. The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — by Q1 2017, with the intent of garnering crucial player feedback therefrom towards further development.

About Ummagumma Games

Ummagumma Games is a two-man development team populated and co-founded by Lead Designer/Programmer Scott Bowser and Lead Artist/Illustrator Andrew Restrepo Ganzales.

Abadon: Guardians Rise will be the duo’s fourth gaming release and first PC directed venture. Other releases include the Android titles of You Can’t Escape, Godsmash: Armageddon and the upcoming Soul Samurai.

Twitter | WebsiteInstagram | Facebook | YouTube

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn

Abadon: Guardians Rise, Co-op RPG Now In Development By Ummagumma Games

Abadon, News, Press Releases, Van Reeves

From Ummagumma Games comes Abadon: Guardians Rise; a 2D platformed, roguelite ode to classic split-screen, couch co-op based entertainment scheduled for a 2018 release. With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, Guardians Rise will not only be the two-man development team’s fourth title release, but also its first major venture into the PC gaming industry.

When an unprecedented, targeted assault on Planet Abadon leaves its seemingly Utopian feature in shambles, Abadon: Guardians Rise will have players take control of the Vanguardians — the Planet’s legendary, now almost decimated task force — in a retro-themed, action-packed rush to recover it from the clutches of alien originated violence.

As these Guardians rush to neutralise the enemy and salvage the missing remnants of their task force, a larger conspiracy unravels; one inclusive of branching timelines, parallel universes, suspense and an overarching theme of vengeance that will have players coursing through Abadon: Guardian’s Rise several times.

A large part of this rush will include the mobilisation and dispatch of playable Vanguardians from Aegis, the task force’s space HUB inclusive of a partly functional AI and an unstable mechanic, to various regions of the World Map.

 

Therein civilians must be rescued, enemies pulverised and an assortment of other objectives completed in order to minimize a region’s Threat Level and urge the narrative forward. Playable characters from the Vanguardian squad meanwhile arrive with their own set of attacks, insanely stackable upgrades and a steep learning curve, that players will be able to make use of across single-player or 4-player local/online co-operative modes.

 

Successfully taking down the variety — often mobs — of enemies the extra-terrestrial invasion has to offer, further facilitates the repair and modification of Aegis, as well as the purchase of character-specific upgrades.

Although these upgrades might persist through multiple play-through’s, level settings, navigation and correspondent enemy behaviour will be dynamically altered with each iteration of the narrative, calling for multiple play-styles and experiences throughout.

Following its inception in October, 2015, Abadon: Guardians of the Rise is currently having its various characters, levels and populating assets developed.

The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — by Q1 2017, with the intent of garnering crucial player feedback therefrom towards future development.

‘Abadon: Guardians Rise represents Ummagumma Games’ most ambitious effort yet,’ states Ummagumma co-founder and Lead Designer/Programmer Scott Bowser. ‘We had previously focused on smaller mobile games, just to get a portfolio started.  We really wanted to wait until we had a few releases before jumping into a larger, more full game on PC or Console.’  

Through the course of this journey, Bowser will primarily be flanked and aided by Lead Artist/Illustrator Andrew Restrepo Ganzales.

Ganzales’ relationship with the former dates back to You Can’t Escape, a 2D platformed runner originally created by Bowser and then programming partner Nuno Nunes under the banner of Out Of The Box Entertainment in the early months of 2014, that had Ganzales play the role of freelance artist.

The duo would then go on to form the Ummagumma Games banner, relaunch You Can’t Escape,  develop and release Godsmash Armageddon over winter, the same year, before commencing development on their third mobile arcade title Soul Samurai.

With the same due for a release soon, Abadon: Guardian’s Rise will mark Ummagumma’s fourth collaborative venture and first PC-directed release, with a potential Xbox One launch being considered as well.

‘Soul Samurai is only a few hours of development from being our 3rd finished mobile release,’ Bowser continues. ‘We just don’t enjoy the casual mobile industry as much however. It feels too saturated with the same money grabbing techniques, and anything that falls of that formula isn’t going to be noticed. ‘

Inspirations for the 2D Roguelite spin of Abadon: Guardian’s Rise emerge from Bowser’s own fascination for local co-operative games.

‘My favorite games have always been the local co-op ones, where I could sit on the couch with a few friends and get lost in a campaign,’ he writes. ‘I’d been playing a lot of those before work on Abadon began in 2015 and was quickly running out of options.’

Much brainstorming and the piling together of various mechanics later, Abadon finally commenced developed in the month of October, the same year, under the temporary moniker of Terra-Force. 

It was also around the same time that a relationship was developed between the team and Higher Eclectic Ground, with the latter aiding in social media/PR coverage therefrom.

Drawing inspiration from various Roguelike/Roguelike classics in the vein of Rogue Legacy, Risk of Rain and Nuclear Throne, the months thereafter witnessed the development of several of the game’s core game-play mechanics pertinent to Aegis, character upgrades, the World Map, base enemy classes and other underlying fundamentals. Much of this progress still stands documented on the game’s Higher Eclectic Space.

The team then proceeded into a short hiatus from the public eye over the summer of 2016, wherein several aspects of Terra-Force’s existing design, concept and future progress were evaluated, before now resurfacing with the newly finalised name of Abadon: Guardians Rise, its first teaser, an upcoming development blog and more.

A collaboration has further been established between the Bowser-Ganzaels duo and Van Reeves; a Philippines based freelance musician affiliated to Higher Eclectic’s own network of independent game talent, Reeves is currently providing his cinematic, ambient and heavy-metal infused Synthwave sensibilities towards furnishing the preliminary soundtrack and audio base of Abadon: Guardian’s Rise’s upcoming vertical slice.

While his working title track for the game can be heard within its above teaser, attached herein is a preview of the theme backing the platformer’s City level in its daytime version. ‘Abadon’s title theme is all energy with hints of arcade-like sounds,’ explains Van.

‘The Day time track heard here however is more of a dance track by design; faster tempo, pronounced synth work and prominent drum elements.’ More of Reeves’ work on the game will continue to be showcased as development progresses.