WestudioGames's New Game

Hi everyone who's reading this.

We are an indie studio called WestudioGames located in the East of Pretoria. And we have been working on a game called Rolling Ball Zero for the past 4 months. After all the hard work we put in it, we now think it's now time to share bits of it with you.

Rolling Ball Zero's Description:
How well do you know Balls? Good? Not good or not at all? It doesn’t really matter because all of that is about to change. With Rolling Ball Zero, it’s all about discovering and finding new balls in the open fun world of Toy Makers. With more than 40 different balls to choose from, each with its own abilities and has its own unique challenges hidden in the world for You to explore. Introducing the new ‘Smart Nav-Ctrl System’ for easier handling and more fluent interaction within the world. Rolling Ball Zero brings to You an experience materially different, from any ball game that has ever been created before.
Release date: TBA
Platforms: Mobile devices (features Limited), Pc, Mac and Linux.
Store : SteamPowered

For more info like us on www.facebook.com/WestudioGames Or feel free to drop us an email at westudiodm@gmail.com or me directly at thato@westudio.co.za
We'd like to hear your thoughts about it.

- Thato Mkhize

Comments

  • Welcome to MGSA!

    Is this the first game you're working on? That must be really exciting for you! What are your goals with this game?

    You say you've been working on it for 4 months; do have a prototype or something further along? I'd be interested to see more information about what the gameplay is about :)
  • Welcome :)

    Why not show something here? Screenshots? Video? Art? Playable prototype?

    Put yourself in our shoes, go through this forum, read some topics. Do you compelled to email anyone specifically or go to their facebook based on a couple lines of text? I'm not saying this to offend - I'm pointing out something that could help you get people engaged with what you're doing :)
  • Hey, if you're in PTA East I'll be driving to the meetup in JHB from there on Tuesday. You're welcome to catch a lift with me if you'd like.

    I strongly recommend coming to the local meetups to get feedback on your games, meet other devs and share problems/solutions that you've encountered. They're also a lot of fun ;)
    Thanked by 2francoisvn mattbenic
  • I have been working on some concept art. (But the guys I'm working with are very slow). Today I'm putting together a tease trailer(First Video). And this coming week I'm gonna try to green-light it and maybe kick-start. (If you're interested in giving me a hand please do, send me an e-mail westudiodm@gmail.com ).

    And to answer your questions -
    No this is not the first game I'm working on, I've worked on something called Deathly Maze and it failed. I left the team and started my own company. WestudioGames
    My goals for this game is to see it being released and players enjoying it and sharing it, that's the main goal I have.
    I will post the video gameplay footage soon as I'm done working on it.
    The game is on post-alpha, Lot of work still needs to be done.

    And I might be meeting you guys for the first time this Tuesday :), I'll bring my laptop with and you'll play the game.

    - Thanks for the warm welcome. (Almost felt like summer)


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  • Ohhh and here's some cool Blueprints of the game. Just to give you an idea of what we dealing with here.
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  • Just a quick piece of wisdom: Don't rush into putting stuff onto Greenlight or any sort of funding campaign without running it past as many people as possible first to help you get the kinks out. Many people here have successfully greenlit their games and we've had a host of Kickstarters as well - there's a lot of experience that could help your campaign land much better if you're willing to give it some more time and are cool with listening to feedback :)

    The same thing happens with videos as well, RetroEpic are great at polishing their videos with forum feedback, so we followed their lead with our new Desktop Dungeons video and it made a ton of difference.
    Thanked by 1dammit
  • How do you recommend I start making these connections ? It not my strong point at all.
  • How do you recommend I start making these connections ? It not my strong point at all.
    Go to the meet-ups.
  • How do you recommend I start making these connections ? It not my strong point at all.
    You don't have to go to meetups to do this (although they do help, certainly). The easiest thing to do is to realise that there's a step between making something to release and releasing it. When you've got something you're ready with, post it here (or other communities that can give you useful feedback) first before making the KS campaign live or your video public. You'd be amazed at the amount of impact that can have...

    Every kind of response is useful: Even if people don't respond at all it can mean a whole bunch of different things. Thankfully the forums are pretty open, so asking why someone said (or didn't say) something usually gets really helpful answers. Check out some of the project threads here for examples of this going on.
    Thanked by 1WestudioGames
  • What other forums would you recommend I share my project at ?
    By the way so far this Community has been really good, the advices I'm getting are really opening my mind even wider. Thanks to everyone.
  • I still like to reinforce the fact that this community is made up of so many open/ friendly blokes and dudettes! Mingling with a new group of people is scary as all hell at the start, especially if socialising isn't your forte..but take my word on this: We are all here to help and motivate each other. If you let us in on your secrets, we will share ours. Meet-ups have definitely opened up my ability to approach people and I really hope to see the same for you!
  • I'm looking forward to that and yes socializing isn't my best feature but is a big part of this industry . I'm coming to tomorrow's meeting.
  • Hi guys,
    Here's the latest Development picture Up-Grades of Rolling Ball Zero.
    The camera can now look only to the Back(Default), Right & Left.
    The Mini map also is added. Which gives the players the exact position in the world. And is also on the pause menu.
    //Share your thoughts and what else do you think we can add to make the game look of feel better.
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  • I'm curious, what made you decide against a free camera? Does the minimap really communicate the sheer size of the play area better, or are you addressing another problem?
  • dislekcia said:
    I'm curious, what made you decide against a free camera? Does the minimap really communicate the sheer size of the play area better, or are you addressing another problem?
    -I spent 2 weeks working on the free camera and I can't get it right. The free camera is impossible to do in Unreal 4 when the ball pawn is rotating in all axes. It thinks when you move the mouse camera, you moving the whole pawn, It's an On-Clip event made inside unreal's phyX engine. With all pawns is easy to make a free cam, It's only Y = 1, X = 0 and Z = height. But with a Rolling Ball mechanics, all axes Rotate, meaning every dynamic 'thing' you put in the scene, moves along. Chaos. I'll post a video and you'll see. The only way is to put a non-movable object in the scene, and the phyX engine won't interfere. I put 3 cams, Back view(Default), Right and left view. Right=Q key/ Left-E key.
    The mini map is working great. Is basically a 2D bigger scene of your location, 'Real-Time'. And many people at my school have been testing the game and they think is working great, I placed the coins in the world as the paths to challenges, (And I know what you thinking, But that's a easier way of giving the player hints on where to go). But overall, the mini map really helps a lot. I tried to make it Big as possible. Thus far people are loving it, Can't wait to show the guys, the next meeting.
  • Here's a New Footage of the RBZ.
    I'm looking for Local SA music producers. I'm working on the music in-game.
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  • If you posted a quick video of the game (or even a gif) it'd help give us a better idea of the game.
  • Hi everyone.

    This is a reveal trailer of Rolling Ball Zero.
    Here's a YouTube link:

  • The trailer shows pretty effects, though rough graphics, with very little gameplay at all... I personally would like to see more gameplay. The "how well do you know balls" line... If you could connect it to the game meaningfully it would be better, right now it just feels like an attempt at being dirty and controversial without a payoff line.

    Good luck with it :)
  • We are still going to post a gameplay video soon. As for "how well do you know balls?" line... I understand what you're saying, but it's really up-to the audience on how they take it. The main subject of the video is different Balls, there isn't any other way I currently have to put it.
    But I'll see what I can do to it.

    Thanks for the feedback :)
  • Music adds a lot to the trailer, my videos and games have notoriously been mostly silent, I'm interested to know where you got it, and the permission/license to use it?
  • edited
    but it's really up-to the audience on how they take it.
    No! You never "leave it up to the audience". You're trying to sell them something. An idea, a game, a product. They're not there to interpret your literary genius - if your game reflects that, great, but marketing is not the time for it. Your trailer is pretty much your most important marketing tool. Most people will never read a single word about your game, might never see a review, but they'll click on a trailer to see if it's worth them even looking at the other pictures. Trailers are also what people share with each other.

    This isn't meant to be overly harsh, but you need to understand the purpose of the thing you're creating. It's a tool to sell.

    Also, there is absolutely no reason your trailer should be 1.37 minutes. No way. You can cut it down drastically and capture your game better, but you'll see that most people will never watch that far into a video trailer for a non-AAA game. 60 seconds should be your max. And your intro to your studio is too long. Needs to be snappier because people will click away before even seeing the game footage (I know this from experience - even with a shorter logo intro, we saw drop off from our video trailer at that point - and I'm looking at data from over 10 000 views from our android release).
  • If game music is needed, drop me a message. My work is fast and proficient!
    Thanked by 1critic
  • critic said:
    Music adds a lot to the trailer, my videos and games have notoriously been mostly silent, I'm interested to know where you got it, and the permission/license to use it?
    It's a song by Muzart - oh_yeah. A young South African talented group of singers. And I'm still working on licensing terms.
    Thanked by 1critic
  • Hi Everyone,

    Its been a while since I posted here. I guess exams have been holding me back, but I'm glad I'm done with my finals for 2015. And now I'm back to making games :). First things first, I'm gonna share all the work I've done on the project for the past 2 months and the company's progress.

    Well, the biggest change I almost did was shifting from Unreal 4 to Unity 5. Both engines have good sides and bad sides. Here's what I've learnt. Now as we all know Unreal is epic in visuals and it's stunning in field of view and all the other effects needed to make a game as realistic as possible. And as for Unity 5, is about reliability. Unity 5 is a lot more indie friendlier than Unreal and it doesn't need a beastly Pc to run the games u make with it, it's requirements are reasonable and affordable. It gives uncompromising performance. Many people on other forums and on social medias did not agree with this. Share with us what you think.

    Due on that issue of Unity vs Unreal, we decided to make things easier for ourselves and took a final decision. Since Rolling Ball Zero is going be on over 5 different platforms, which are iOS, Android, Mac, PC and possibly Xbox one. We are going to use both engines and then decide for which platforms are more suitable and compatible. Since Unity is very good in frame rate and mobile gamers never complain about how the game looks, all the mobile versions of the game will be made in Unity. Pc gamers likes to brag about how good the game looks and how realistic is it. We'll deliver just that from the help of Unreal.

    Here's footage of comparison. keep in mind the Unity is targeted for Mobile devices. (Please I don't want to hear from Unity developers on how good you can better the looks of it. Keep it to yourself.) And thanks for reading.

    - Thato Mkhize ( Creative Director & Co-Founder of WestudioGames )
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  • Hi again, :)

    This is another thing WestudioGames thought is really epic and I'd to share with you all.
    2015 rAge Expo experience from the eyes of Westudio Devs.

    Exhibiting your game in a big event such as rAge is no joke. Especially when is your first. This year it was our first, and hopefully not last. When I realized that over 30 000 people will be at rAge I was petrified. Because I didn't know what to expect whatsoever. Here's what was on my mind all the time : 1.) Will people like my game ? 2.) There's huge number of serious AAA games, will anyone even think on not playing Black Ops 3 and come to play my game ? 3.) is my game even on standard ? 4.) Will investors even believe WestudioGames is owned by a 17 years old ? 5.) What the 'F' have I done ???

    But then it turned out that all that was on my mind was false. The correct answer to all those questions is simply 'YES' (except the last one). People did come and test out our game and we asked almost everyone who played it, if they enjoyed it, most people's replies was 'YES, where can I download it?' I felt so bad that it was not yet ready for release.. Damn it... But overall thou we were so proud that people really did enjoy the game, especially kids. like 3+, 7+. 12. They really liked it, some were crying, others cheering, laughing and having fun which is the main purpose of Rolling_Ball_Zero, to bring a smile on one's face.

    Some other pro-gamers and game designers who played the game shared with us, some cool ideas that really helped us to make the best of Rolling Ball Zero. (If you shared with us and you're reading this I would like say THANK YOU).. I'll post the new look of Rolling Ball Zero here.

    Another sharp curve I took is advertising with posters in different schools. My school was first in-line obviously. But we believe in-order to reach a certain audience for our game, a little risky hard work never killed a man. And since this is more of a casual game, we have mostly youth fans. People from the age of 3 until the age group of 16. (Please don't feel bad when you're playing this game and older.)

    Our biggest aim for now is Releasing the game. Especially on mobile devices. iOS and Google Play. Our target date is 04 December, I hope nothing goes wrong and the game finally reaches it's audience. (It's gonna be free on mobile devices. Which is basically just a demo for bigger consoles. And once the PC demo version is ready I will post it here for you to play.

    Woow, I can't believe I had to much to say... But I'm done talking for now, Check out the footage at the bottom of this post and share with us your thoughts. Have an awesome day, and thanks for reading.

    - Thato Mkhize ( Creative Director & Co-Founder of WestudioGames )
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  • One more thing, My very first live interview with the press. (I know I look calm on the out side, But in side, maaayn.)

  • Hi Everyone,

    A few days ago we just had our first Rolling Ball Zero Demo Release on Google Play Store. I'll leave you a link below to check it out it's free, just encase you were wondering. Our next focus is to release it on iOS App Store and to also start a Kick-starter Campaign really soon. Please leave us a comment if you're an experienced iOS developer. We would just like to know what we should avoid and focus on to better the game on iOS before its released.

    https://play.google.com/store/apps/details?id=com.WestudioGames.RollingBallZero

    Thanks :)
  • Just some Pics.... Enjoy....
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  • Due on that issue of Unity vs Unreal, we decided to make things easier for ourselves and took a final decision. Since Rolling Ball Zero is going be on over 5 different platforms, which are iOS, Android, Mac, PC and possibly Xbox one. We are going to use both engines and then decide for which platforms are more suitable and compatible. Since Unity is very good in frame rate and mobile gamers never complain about how the game looks, all the mobile versions of the game will be made in Unity. Pc gamers likes to brag about how good the game looks and how realistic is it. We'll deliver just that from the help of Unreal.
    Surely you are just making more work for yourself? You can get pretty specific about quality per platform in Unity, and I assume Unreal.
    It will also very likely mean that your physics is different depending on which platform it is on - so you can never compare scores.

    Here's footage of comparison. keep in mind the Unity is targeted for Mobile devices. (Please I don't want to hear from Unity developers on how good you can better the looks of it. Keep it to yourself.) And thanks for reading.
    It isn't really a comparison if they are targeted at different quality levels.
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