[OMEGA The first movement] Sharing game working process with Unity

Hi everyone,

We are Goya team, an young indie mobile game dev team. Say “Hello!” to the world now guys! :smile:

We’ve just released this game made by Unity after 4 months hard working

OMEGA - The first movement

We would like to share our game’s making process, in order to give out and receive more knowledges. Any feedbacks are warmly welcomed with all our thankful hearts XD. And, since I’m not a native English speaker, so if just anything of my words that make you guys confused, please tell me too.

This is the contents we will post in a row, on this game making process topic

1. Overall views about the game
2. Growing idea, prototype, and fail prototypes
3. Storyline though game, Concept, Sketch, and Final art
4. Unity or Cocos2Dx
5. Animation: research and solve
6. Work with composer
7. Presskit + Trailer
8. Public test and won the Hot new game reward in Comic Con HCM 2014
9. Problems we had to face up with in the whole process
10. Released

Link down game:
https://itunes.apple.com/us/app/omega-the-first-movement/id953741990?l=vi&ls=1&mt=8

Here’s the link for trailer:

Here’s the link for demo clip:

Follow our journey here or our blog:

Visit our homepage for more info:
http://www.goyagame.com

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Hi guys, we’re gladly announce that after 4 days released, our game Omega : The first movement has been featured on Best New Game list of Appstore US and Canada, what a great news!!! XD

And now, here’s our making game progress.

This is how we made this game Omega - the first movement from the very first start. The whole process is of course not perfect, but we tried our best the whole time and had a very worthy happy time, so we hope you guys may gain some experiences from reading these lines.

First. Growing idea, prototype, and fail prototypes
We’re a team of 1 programmers, 1 game designer, and 3 artists, we always work together from all steps, including designing gameplay, making concept, testing, and also self-published marketing steps too (this self-published stuff, as I think, is kinda a hard and strange field that almost all indie developers must face up with)

This is the second product of us, right after Tiny Busters, which had 100k installations in the first 3 weeks on Google store.

  • With this second game, at the very first, we did choose out 2 main traits that we wanted to follow the most according to our current situation:

  • This must be a small scope game ( not a very tiny/mini one, but must not complex since we didn’t have much time and money, and making kind of 6-months worth working game was kinda out of budget)

  • Create mood for gamers while playing game. Since we really wanted to bring out something that could resemble our team into our game.

  1. Gathered all around, with our game designer as the main host, we talked about what we liked to make the most, list them all out on board, brainstorming the options for these points that just had listed and having fun all the time talking about the possibilities of each options, it was really fun, like a word battle between our team members, since each ones had to protect their idea and options. We tried our best to break our limit, try new genres and mechanics too.

With all options/gameplays, we wrote down their own stregths and weaknesses, and in the end of the day, we chose 2 gameplay options, which of course had more stregth points and less weak points. They were based on match 3 gameplay.

  1. With each options, we worked together to make some prototypes.

The advantages is that we had 2 artists and 1 technical artist, that’s why it only took us a very short time to draw something for those prototypes.

The step of making prototype as we think, is the very very important step that must have, since we did face up with lots of nonsense things which could have ruin the whole game, that we didnt noticed out at first.

Making prototype gave us huge posibilities to fix and improve our gameplay.

We made prototype as fast and as simple, not try to fix bugs and other things, just needed to have a overall view about the gameplay.

After making about 2 or 3 versions of prototypes like these ones:

(http://forum.unity3d.com/about:blank)]

We decided that kind of match 3 gameplays was completely fail, and took for other 2 more prototypes in order to decide the final gameplay and all the upgrading system along the gameplay.

It was the rhythm based action gameplay like the final Omega now.

(http://forum.unity3d.com/about:blank)]

Prototype of gameplay

(http://forum.unity3d.com/about:blank)]

Prototype of Game flow and UI

Hello guys, this is Goya Studio
We just come back and introduce you guys new upcoming title

YouTube: video

HERO AGE - the REAL TIME STRATEGY mobile game, where you can build up your OWN badass playstyle. Ready to clash with other’s strategy?

  • Our main goal is to focus on original trait: to feature a strategic layer in addition to tactical combat.

  • Customize and specialize your playstyle: Recruit from many unit classes with plenty heroes and spells, combine them with a huge armory and elements, choose the right ones and right time to upgrade them all. No combination can be the same, each is unique.

  • Understand and make wise chose: Each battle have various of enemies with certain high and dynamic AI, so you must understand your army’s abilities to choose suitable battle units into battle deck according to enemies’ capabilities.

  • Tactical combat: enemies have their own strategy, which may transform from time to time, so you have to choose your own way of maintaining your victory - way of combining heroes and spells.

  • Platform: available on IOS and Android

How to play this game?

YouTube: video
Easy to play with simple gesture: drag and drop on proper lanes to spawn your heroes and cast Spells to defend your ark Argo, or to attack enemies’ barricades and conquer the battles.
Simple winning objective: defeating your opponent’s castle.
Beware of the mana: Every Heroes and Spells must require resource of mana to be summoned

This is some arts of our core Unit classes

1. WARRIOR Heavy armored fighters armed with sword, specialized in closed range combat. Very versatile with good HP, they’re able to fight and hold the front line as well.

2. SORCERER Hybrid magicians, who can deal long-ranged attack with high damage. They prefer to stay away from enemies and cast spells from a distance with their splendidly decorated staffs

3. TITAN Titan is the ultimate frontline AOE class delivering huge damaged attacks and able to defeat a long range of enemies with plenty special types of effect made out of natural blessings from Wood, Water, Metal, Fire, Earth, Dark, Light element and more in future.

Let’s see the enemies
In Hero Age, you will have to face up with various kinds of monster, each of them is inspired by many mythical creatures of ancient cultures.

Boring?
Ok, it’s seem too old-school for a RTS game today
What if we put it a deeper system for each Unit.
Just like Role Playing Game (RPG), in Hero Age, you can customize each warrior in many ways.

WEAPON AND ARMOR
Hero Age support a huge arsenal of weapons and armor, that classified along Heroes’ classes

Each of the weapons and armors has own status points that embody for their quantity, which ranked according to rarity rate: Normal, Fine, Rare, SRare, and Legend.

WEAPON ELEMENTS
Along with rarity rate rank, the Hero Age’s weapon system also provide you weapons with totally different elements, that have side effects:
Stun:

Fire:

Mud:

Steal:

AOE:
Make AOE damage on some range in a row
Critical:

Let’s create your own unique style of Hero team

BATTLE SPELL
Not only just drag and drop your heroes on lanes and watch them fight, you also can join in and help your heroes by using Spells.
Each has offensive and defensive purpose quite clearly. Making a whole new interesting style of using Spells combine with Heroes is all up to your creativity.
Some spells:



The Spells as well as the heroes also can be level up

Ok guys, that is some core features of Hero Age, we will post more excited contents later on, stay tuned !

We are welcome every feedbacks and suggestions. It’s really help us for further polishing and complete this game in the highest quality that we can enjoy to play.

Very impressive, especially for a small team. You have some very skilled artists. Just curious, how did you form your team? Nice work!!