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Pixel Noir News

Update #66: Cruisin' Right Along!

It’s been a busy couple of months here at SWDTech!! We’ve got a lot to share with you, so let’s jump right in!



Vita Talk

We had a little controversy with the Vita news a couple of months ago where we thought Sony was going to shut down it's online store for Vita. Apparently some very vocal Vita fans spoke up with passion to this news which forced Sony to keep its digital marketplace online (meaning we all can still buy the games on the marketplace). However, this move leaves developers like us in the dust because Sony won't be allowing new digitally released games to populate it's online store for Vita. (Source 1: Official PS blog - Source 2 Playstationlifestyle.net's article). We may be able to homebrew it digitally, but we are still looking into figuring this option out. Obviously this news also means that there won't be a physical release of Pixel Noir on the Vita. That said, we've got a laundry list of porting to do, so we're going to have to consider our approach here. Hopefully, Sony rethinks this decision and allows game developers to add new titles in the future.

With that we're off to the development updates! We're continuing to progress through our list of open items from last update.

::continues scanning news from Sony::
First Pass Of Stat-Balancing Completed!

Stat-balancing isn't the most exciting element in the development of an RPG, but it's absolutely essential to delivering a balanced gameplay experience. As of this update, all seven chapters now feature balanced allies, enemies, and gear. But we are going to do another pass or two to tweak difficulty as necessary but that will take far less time than this initial pass.



Along with balancing, we've also been adding semi-scripted random battles throughout the game. Watch your step in Pinnacle City, you never know when someone will try to mug you!

Run away!
Case Manager Now Integrated With City's Map

All main plot lines and cases (side quests) have been loaded into the case manager! This means that you will now have clues for each case as well as highlighted map tiles indicating key locations for almost any selected case.

As a detective, it's up to you to figure out where your next clue lies within that highlighted tile...

Teleport & Doorway Indicators

Just for a small quality of life improvement, we added arrows that point to doors and teleports in the game world by activating the detective's investigation mode.

FF7 called... They want their teleport arrows back!

Arena Battles + Shovel Knight!

That's right folks, we are adding a battle arena into the game hosted by our very own cameo appearance of Shovel Knight! He runs a virtual arena in the Tronics shop Downtown where you can battle the game's various enemies for prizes!

Look into my eyes.... *poof* You're in battle land!

New Game +

As you might recall, New Game + was a stretch goal. This feature will allow a player, upon completing the game, to start a new game with their experience, money, items and skills, but this time the player can make different choices, which could lead to different outcomes.

How many cigarettes can the you get the Detective to smoke in your *SECOND* playthrough?

Bug Crushing / Polish Mode

From the beginning of the year to this point we've been play testing rigorously to eliminate any game/emersion breaking bugs as well as adding finishing touches throughout the game. For example, door sounds were added to every environment in the game. Check it out!

[previewyoutube][/previewyoutube]

We've also added some cool flash and sprite coloring effects to our cinematics for more of a dramatic effect!

A bloody, dramatic *Color Flash*!

Background color filter test sample.

Off screen explosions!

Audio Sneak Peek

Finally, here's a sample of the Uptown over world theme! Uptown is a nice part of town where Pinnacle City's more affluent citizens live. Here you can find the Apparel Mall, the Tronics Factory, and the Pinnacle City Gazette! Check it out:

https://soundcloud.com/pixeltonemusic/uptown-overworld-sample

That’s it for this month’s update!




Our next update will be out on Sep 9th. As always, follow our official Roadmap / Twitter bot. Also, don't forget to check in on Leo's Pixel Noir development streams on Twitch Monday and Thursday nights to see the game's progression in real time!

//Team SWDTech

Update #65: And Now, An Update From Our Creative Director

Hey everybody,

This is Len Stuart, creative director behind Pixel Noir and co-founder of SWDTech Games. I decided to personally come out and give you a brief summary of how I see things at the moment to let you know what's happening at this stage of development.

You can't see it from this picture, but yes I am chained to my desk. :D

While implementation is complete, a lengthy polish/bug extermination phase has been underway in these last four months to increase stability. In parallel, we are continuously testing to make the game balanced via player/enemy character stat and gear tuning, while also factoring in collectables/skills. It's a large game for as small as it is... (if that makes sense? -may only make sense to me!)

Have a look at our funny but frustrating bug collection...

Surfs up..?

What are you doing Shade!? Why can't you climb a ladder like a normal sprite!?

Party poopers...

We even have our own version of that truck sliding down the street in Texas!

For those asking about a release date, although we are very close to finishing from a development standpoint, we‘re not yet ready to predict a release date. Its because this last leg of the journey is fraught with new bugs and balancing difficulty hurdles we are continuously jumping. We want to put out a nicely polished game upon release because Pixel Noir is a project that has always focused on the quality of our game instead of profit. Not only that, but for as long as we all have been working on this project (and all the time you all have waited), we firmly believe it's worth putting in the effort at this point to make sure we can all be proud of the game we brought to life--dev, backer, and fan alike.

Now more from the bug collection...

I think the clerk is in on it!

This band is horrible but I can't leave- the eternal struggle...

She... walks her own path.

...Don't ask...

With all that said, let me remind you of the things we are currently working on at the moment with Pixel Noir:

  • Battle / Skill / Stat Balancing - This is the longest, most tedious with the battle testing and all that must be done over and over and over....
  • Collectible Placement / Shop Stocking / Traders + Grifters + Black Markets - Items and gear need to be factored into balancing as there is some complexity in the later chapters of the game. We've done this for about 35% of the game as of this update.
  • Battle Encounter Placement - Turn down a wrong alley in Pinnacle Ci--never mind you get the point. (25% finished)
  • Bug, bugs and more bugs - Of course, we are still dealing with these... However we are tracking less with every play test!!
  • Polish - Continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters. This will be ongoing until we finish...


As outlined in Update #63, this phase is one of the longest parts of our development cycle outside of the environment implementation that we finished earlier last year. So just sit tight, stay tuned for more, and know that we’re still motivated to get this game out to everyone!!



Waiting like...

Your next update will be on June 3rd. As always, follow our official Roadmap / Twitter bot and don't forget to check follow Leo's Pixel Noir dev streams on Thursday nights to check in on progress in realtime!


//Len and the rest of Team SWDTech

Update #64: A look back on 2020!


🌲🌲🌲🌲🌲

2020 gave us a lot of... stuff: Covid-19. Murder Hornets (remember those?). The Cyberpunk 2077 launch...

Cyberpunk!!

But not all of it was bad! Pixel Noir grew by leaps and bounds this year! We started off the year with a battle system in need of a serious revamp, environments still needing to be implemented, and over half of the main story still not in the game. As we stated in our last update, we're in the process of polishing up and transitioning to post-production, so it's been quite a journey this year! But for now let's take a trip down memory lane!


Here's the progress we made in 2020..
All environments implemented!
As you might recall, this was definitely one of the things that took us the longest to implement due to the sheer volume of assets.

Yes this is all of them! The images are a bit small, but check out how big the game world is!

Added grifter & traders feature!

You can find grifters and traders throughout the game that will give you a quick offer for weapons/armor/items (they may have some rare wares)!

Your basic grifting grifter!

Got some junk to trade for better junk?

All NPC's implemented!

This was a huge undertaking, but every nook and cranny of Pinnacle City has been filled with quirky or informative NPC interactions!

Epic Sprite Party!

Maybe check out some of those knockoff suits in Lil' Shanghai!

Game Mechanics...

We made a number of battle updates including unveiling a new asynchronous turn-based battle system, skill system and other GUI updates!



OOOoooo!!! shiney new UI stuff!

All Backer Creation Tier Content Added!

Thanks again to all the creation tier backers who gave us some truly incredible characters, items, environments, and sidequests for the game! They fit in the world of Pixel Noir like a glove :)









Is Thaddeus an evil scientist or a Dr. Light fanboy? You'll have to find him to figure it out!

Tobias is probably the best DM in Pinnacle City

Finished implementing The Main Story & All Sidequests!

This year, the Pixel Noir story officially became playable from start to finish!















Finished & Implemented All Music!

7 cutscenes. 11 districts. 23 battle themes. 65 music tracks. 100's of hours of work. Pixel Noir is chock full of musical goodness!

Muzak's is in Downtown!

We finished creating all music & added the Muzak's shop where you can listen to some sweet, pixelly jams! Check out the audio sneak peeks that we've been gathering:

https://soundcloud.com/pixeltonemusic/sets/pixel-noir-samples

In Memoriam...

We also wanted to take a minute to talk about one of our team members, who left an indelible mark on Pixel Noir. Shane Stevens was part of our art team and was responsible for most of the character / monster sprites and misc. animations in the game. He passed in late September after a long battle with an aggressive abdominal cancer. Needless to say, without Shane's talent, Pixel Noir would be nowhere near as unique as it is.

This gif is from our Thank You video after Pixel Noir was successfully funded

Rest in peace, Shane. We're lucky to have worked with you and we'll miss you!


Signing Off for 2020

That wraps it up for us in 2020! In 2021, As always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream to see coding updates happen in realtime! Our next update will be on March 4th!


From our 16-bit family to yours, we hope everybody has a great holiday and a safe and happy new year!


//The Pixel Noir Team

Update #63: Endgame!!

[h2]Hey everyone, guess what?
[/h2]

And unlike Doc Strange, we won't leave you hanging on the master plan

At this point, the core of Pixel Noir is officially playable from start to finish including all the main story, sidequests, features, and more! BUT, There are some things to do before we can call this turkey done and ready for public consumption!

Here's a list (in chronological order) of the things we have left to finish.

  • Battle / Skill / Stat Balancing. This is the longest, most tedious, most important task we have left.
  • Collectible Placement / Shop Stocking / Traders + Grifters + Black Markets. Items and gear need to be factored into balancing as there is some complexity in the later chapters of the game, so we'll need to be careful about how these are implemented to ensure we don't create loopholes/imbalances in the game.
  • Battle Encounter Placement. Turn down a wrong alley in Pinnacle Ci--never mind you get the point.
  • Bug, bugs and more bugs. Of course, we are still dealing with these... Thankfully, we have far fewer than what we had before Early Access, woohoo!!!
  • Polish. Continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters.


After these have been taken care of, we will work with our publisher to port, localize, & launch!

::micdrop::

[h2]Sneak Peeks[/h2]

WTF is this guy?
Marvel at the wonders of cheap technology!
Sooner or later you may have to stay at one of these places...

[h2]Audio[/h2]
Finally, as always, here's a sneak peek of brand-new Pixel Noir jammage!!!

https://soundcloud.com/pixeltonemusic/lab-overworld-sample

This is the Lab BGM. For this one, Hiroki Kikuta (composer, Secret of Mana) and Kunal worked collaboratively to create something dark, mysterious, and foreboding. When you enter the labs, you can tell some really "bad stuff"™️ went on here. Kind of makes you wonder what they were trying to do in these labs... We hope you enjoy!

[h2]See Ya Soon![/h2]
That wraps our November update! The next update will be on December 19! And as always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream for some good music and some good, ol' fashioned gamedev!

//Team SWDTech

Update #62: Main Story Implementation COMPLETE! Side-quests Started & Pwn'd!

In our last episode...


...we entered the "Final Chapter!" Guess what? We are extremely excited to let you all know that the main story has been completely implemented and semi-polished! AND we've already blasted through most of the side-quest implementation work!

::awkward dance party::

Side-quests

This next piece of the puzzle is already 91% finished as we've been working on them since late July. This was the next step after finishing all the main story content. To be this far along is fantastic and could spell out the end of all dev / polish on the game before the end of the year!! We're so close to being finished!! Have a look at our roadmap numbers...



Whats Next?
After implementing side-quests, we will spend the next few months moving through a deep polish phase to ensure the game is bug-free, balanced, and includes the icing on the cake stuff like CRDTech battles, random enemy encounters, dialog edits, treasure drops, more environment interactions, etc.

Little do they know, this "kid" is an expert with knives :O

Breathe, Woof, breeeeathe!

"Never bring a gun to a card battle" - old proverb

Audio Update

We are 89% finished with all remaining audio for the game! However, because we had Kunal helping out with story implementation, this has been on the back-burner for some time. Now with the main story complete, audio will be finished rather soon!

Here's a sample of the recently-created "Parade" BGM that will be used later in the game. For this one, Kunal pulled heavily from his high school marching band roots!

https://soundcloud.com/pixeltonemusic/parade-sample


Talk Soon!

The next update will be on November 11th! And as always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream on Monday & Friday nights for more granular progress-watching, a little bit of fun and some good music!

//Team SWDTech