Stunfest 2016: Mat’s thoughts and recap

Hello everyone. This devlog post is not written by your usual suspect Ben, but by myself, Mat.

I decided to write a quick recollection of my thoughts and a short recap of my experience at the Stunfest 2016, that took place last week in Rennes, France.

My journey or how to introduce oneself to a new country

Last week, I attended the 2016 edition of Stunfest in Rennes, France, leaving my proud Bishop compatriots behind. My first mission was simple: to make new friends to replace them of course! It was the first time we presented Light Fall in Europe, and man, what a first time. I was travelling with Louis Leclerc from Pixel Quebec so at least I was in good company!

IMG_3728

The first dive
To start things in full force, I had to give a lecture on the first day in front of hundreds of game developers. The topic was on independent game development but also on our own experience at Bishop Games and how things are in Quebec, Canada. Obviously, the best way to grab everyone’s attention is to start strong. What else than a broken Powerpoint to do so? It was a stressful first minute but overall it went quite well. It allowed me to introduce myself to all the other exhibitors out there and break the ice in a funny way. At least people remembered me easily as ”the guy who fails at Powerpoint”!

13087485_1160279140673308_400034178964949607_n

The leap of faith
The start of the exhibition! Ah, the Stunfest… a retro-arcade-indie game festival who brings forward everything we love in the video game culture. An outstanding and unique event! Armed with my laptop and a boatload of business cards, I was ready to showcase Light Fall to the European public: French, Swiss, Belgian and many more were at the rendez-vous. Three days of exhibition starting from 10 AM to 3 AM… Wait what?! Yeah, you read that right, it isn’t a typo. As a wise sage once said: sleep is for the weak…

IMG_3904

Seducing the French people
Quite the task, but I had some help. A rumor went by that some stranger from over the sea, living in the cold North of Canada, was in town. My French accent from Quebec, which is nothing like the one in France, was enough proof. People came by just to hear me speak sometimes…
Moreover, the Stunfest and the other indies in general were extremely generous. Light Fall received a lot of exposure: trailer showcase on the ‘Grande Place’ in front of thousands of people, public speed runs, a full-page in the event’s promotional pamphlet, etc. I was lucky enough to meet the gamers, the media and the press, as well as lots of speed runners during the days I spent there.

FullSizeRender 2

France: the home of Speed run
What attracted that many speed runners to my booth: my Quebec accent or the Speed run mode of Light Fall? Alas, we will never know! One thing is certain though, the French speed runners absolutely loved their experience with the game. RealMyop, Speed them All and many others will keep an eye out for the game and are eager to share their feedback if needed. Good news for everyone, right?!

My pilgrimage: success or failure?
Only time will tell, but the reactions from the public and the press was honestly outstanding. I didn’t expect this at all, I’m usually not the guy who handles the press so I was going in blind. Overall, the event organizers and the indies were all extremely welcoming and helped me survive this gruesome exhibition schedule! Shout-out to the people of EpicBob, Eode Group, RuffleRim, Wako Factory and all the speedrunners! A very bright and amazing indie community resides over there.

As of right now, I can definitely say: Mission accomplished and until next time Stunfest!

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone

Light Fall: A long overdue update!

Hey folks! We hope you guys are doing well. The time has come for an update on the game and our activities. We know it’s been a while and we’re sorry about that… We had several things going on behind the scenes, things that we couldn’t talk about just yet.

Catapulte 2016

If you’ve checked our social media feeds recently, you may have seen several posts about us winning some sort of contest. Light Fall has indeed won the Catapulte program. It is a program to help the growth and development of a video game studio and its project. Basically, it is to catapult us right into the industry… The pun isn’t mine! In total, 16 studios from the province of Quebec applied, with quite a few big names in there too. Projects were evaluated on the following criteria: original and innovative content for the game, the team itself and a well defined distribution plan.

Light Fall won, and as such we were awarded 50 000$, a mentorship program and one year of free hosting at the brand new Le Camp’s workspace. Le Camp, an incubator issued from Quebec International, was one of the organizers.

The studio with all the sponsors, the organizers and the judges.

The studio with all the sponsors, the organizers and the judges.

Obviously, we are very happy about this surprising turn of events. The most important thing for us is having the confirmation from people in the industry that Light Fall is an amazing game. We had a good idea about its potential with Kickstarter, when YOU GUYS believed in us. Having a second positive opinion is just the cherry on top! We worked a lot on our application, and we also had to prepare a pitch for the game when we were announced as one of the five finalists. We never enjoy putting the game on the backseat, but for this one occasion the gamble paid out.

Applying to the CMF

In the past month, we have also worked on another business-related project. As of yesterday, we have officially applied to the Canadian Media Fund (CMF) for a production demand for Light Fall. The CMF is a well known organization in Canada that supports the video game and movie industry. We will have our answer probably during the summer, but being accepted by the CMF would be absolutely huge for us and for Light Fall.

The CMF can finance up to 75% of a video game project. That would allow us to make Light Fall exactly the way we want it to be and also get paid for it. We have already started to incorporate stretch goals from the Kickstarter into the development, some that we didn’t even reach with the campaign. The Speed run mode is one example. The consoles port is another. Light Fall has so much potential, we’d rather take our time and make sure it’s incredible than rush a poor man’s version of the game.

And the game…?

I can already hear your worries about the progression of the game with all that business stuff in the past months. Fear not! We have also spent considerable time working on our little baby. We always pride ourselves on making the universe of Light Fall immersive. We want you guys to be excited to dive into the strange world of Numbra. As such, we went back to the earlier levels of the game (Act1 : The Lunar Plain) and added some cool features to make the world much more alive.

Here’s a YouTube video of a few changes we’ve made, mainly when the player discovers the Shadow Core and the divinities in the second level.

We’ve also started to work on the third region of the game: the Vipera’s Forest. Here’s a little art test Math did and we think we will go in this direction. Hope you enjoy!!

So that’s it for now. Once again, thank you all so much for the support and sorry if we haven’t been very active in the past few months. We are still working hard on the game, we promise ;)

Cheers!
-BEN

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone

New in-game footage: The Marshlands of Sorrows

Hey everyone.

It’s been a while since our last update, so we’re pretty excited to show you what we’ve been working on lately.

The Marshlands of Sorrows: venture at your own risk

The Marshlands of Sorrows, the second region of the game.

The Marshlands of Sorrows, the second region of the game.

We have recently finished working on the second region of the game; the Marshlands of Sorrows. This region will kick it up a notch in terms of difficulty and will introduce several new enemies and in-game mechanics.

The Slimky encountered in the wild marshlands.

The Slimky encountered in the wild marshlands.

Above, the Slimky, a vicious slime creature made of an acid body. Just a brush is enough to burn your skin to the bone. To make things worse, its movements are quick and unpredictable. Be very careful when you see one lurking around!

Some parts of the region will challenge your mastery of the Shadow Core.

Some parts of the region will challenge your mastery of the Shadow Core.


The Marshlands will also test your ingenuity and your mastery of the Shadow Core in order to survive its many dangers.

Lastly, we know you love shortcuts and hidden passages, and as such, rest assured that the Marshlands are no exception in this aspect. Like in the earlier levels, this region will feature several hidden shortcuts allowing the player a safer and faster route, so be sure to look out for hints in the wild marsh.

That’s it for now, make sure to stay tuned for upcoming news as the development is progressing nicely.

Cheers!

-BEN

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone