Archive for Programming

Light Fall Update: New Steam Beta!

Hey guys! It’s been some time since our last update about the game. The truth is we have been working on a new Steam build for our beta. Beta access was one of our Kickstarter rewards and it was a way for us to keep getting feedback with our fans throughout the development.

A big thanks to Ubisoft

A few weeks ago, we were offered a great opportunity by the Ubisoft team in Quebec City. They hosted two playtest sessions for our new material and it was a very awesome experience to see their playtest lab. We watched 16 testers play this new version and immediately spotted the glaring bugs and things that needed to be fixed. After the playtest, we went back to the studio and improved and fixed what needed to be done. If you were an Alpha Agent backer on Kickstarter, you can now directly test the new build in your Steam library.

We had a blast at Ubisoft's playtest lab a few weeks ago.

We had a blast at Ubisoft’s playtest lab a few weeks ago.

What’s new?

Obviously, we’re not going to leave the rest of you in the dark. Just so you know, the development is progressing nicely and the entire beta should be completed in December. Here’s a list of the new things in this version.

  • A beta version of the Prologue has been added in this build.
prologue

The prologue takes place in a mysterious setting.

 

  • We have improved several elements of the first Act, the Lunar Plain, ranging from the level design to adding new in-game narrations. All in all, this act hasn’t changed much but the changes will make it more fluid and immersive.
act1-level-design-change

Some parts of the levels have been redesigned to create a more adequate learning curve.

 

  • We’re presenting for the first time the second Act, the Marshlands of Sorrows. This act is a brand new region; new enemies, new game mechanics and new platforming elements will await the player.
act2

The player will be able to experience the second act’s beta version.

 

  •  We’ve also added in-game collectibles in every level. These in-game collectibles are not doing anything just yet, but will be lore-related in the final game. Do you think you can find them all?
collectible

Be on the lookout for hidden collectibles scattered across the levels.

 

  •  We have three brand new songs to share with you. We’ll post more about the soundtrack pretty soon but go find out in-game and you will not be disappointed!

We are excited to share this build with you guys. Your feedback, suggestions and bug reports can be sent at feedback@bishopgames.com! Your help and comments will be greatly appreciated; it will help us when we get to the polishing phase.

That’s all for now, stay tuned and thanks for your continued support.
-BEN

Light Fall: Introducing the Shadow Strike

Hello everyone!

Today we’d like to share a new game mechanic that will be possible with the Shadow Core. It’s something we’ve been working on for a while and something we always wanted to do. Finally, after putting many hours into it and after a few iterations, we are now ready to present it publicly.

Behold, the Shadow Strike!

That’s right, you can now spin your Shadow Core at high speed and turn it into a weapon to break various elements of the game! Take control of the level and show everyone who’s the boss. The idea came from the clumsy nature of the main character, who inadvertently breaks things around him while travelling across Numbra.

Obviously, not all elements of the game are breakable. There is also a downside; you cannot move your character while you are taking control of the Core, so think carefully before going berserk!

Below are some other examples where this new in-game mechanic will come in handy.

We hope you are excited about this new mechanic, which will open up many possibilities for the level design. One thing is certain, with the Shadow Strike on your side, you will have what it takes to survive the many dangers of Numbra. We wanted to empower the player with this mechanic, you now have a clear impact on the world around you.

Bishop Games: Introducing Ben Corriveau

Hey everyone, today we have a new guy in town to introduce! Please welcome Ben Corriveau, the newest employee at the studio. You read that right, we now have 2 Bens on board… our success is now guaranteed.

On a serious note, Ben joins the team as a full-time employee and as the second programmer of the studio. He will help us realize our vision of Light Fall and make it a great game. We are very excited about having Ben on the team, we share a common vision and philosophy when it comes to making games.

In his brand new and shiny Light Fall shirt, Ben Corriveau will help us in making Light Fall an amazing game.

In his brand new and shiny Light Fall shirt, Ben Corriveau will help us in making Light Fall an amazing game.

 

Here’s a short interview in which Ben introduces himself to you all. Have a good read!

  • What were you up to before joining Bishop Games?

I was living in Drummondville with my family. I completed an accounting degree and worked in this field for two years. Then, I realized I wanted to do something else in life. I completed a short course in programming, something I already did as a part-time hobby. This led me to work at Frima Studio in Quebec for one year, then I joined the guys.

 

  • What was the process of joining Bishop Games, an indie studio, like? Did you know the guys?

I already knew David beforehand, as he was my teacher at Bart College, the place where I took my course. I also briefly worked on Light Fall before joining Frima, a year ago. So I had already met the guys. As for officially joining the team, David offered me the job around a beer and I quickly accepted!

 

  • How does it feel to join a project like Light Fall?

It feels awesome! I had already backed the game’s Kickstarter last year and now I’m working on it full-time… Quite the funny situation. The guys also seem really laid back and fun to work with so far. It’s really different working on your own IP (intellectual property) than doing servicing contracts for other clients. We have much more freedom and we just try our best to make a fun and exciting game instead of doing exactly what the client demands.

 

  • What are your favorite video games?

All-time: Bad Company 2, Guild Wars (1), Halo 2-4. Recently: Destiny, Salt and Sanctuary, Ori and the Blind Forest. I mostly enjoy FPS and platformers, with some RPGs from time to time.

 

  • What is your favorite meal?

I can’t choose between poutine and pad thai!!!

 

  • Lastly, the most important question, how cool is it to have two Bens in a team of four?

Obviously awesome! Although, it’s sometimes confusing when someone simply says ‘Ben’. We have to work something out I guess, but it’s a small price to pay for all the awesomeness it brings!