Hello again, everyone!
It’s been a while since this project ended and we have received lots of great feedback about the game. We want to thank everyone for their kind words and their interest in knowing more about Ango’s Odyssey and The Silver Snakes.
As some of you may know, Ango’s Odyssey was reviewed by the Indie Games Channel website. You can see the review here. Thank you for your words, OMejia!
Finally, we would like to apologize if the game hasn’t run properly on some of your computers. It can demand a lot of resources for graphics processing and that’s part of the cost of achieving this kind of visual detail.
We will bring more news and updates about our game from external websites as they appear. Thanks for playing!
You can now download version 1.0 of Ango’s Odyssey to your computer!
Minimum System Requirements:
Windows XP/Windows 7
Intel Dual Core
1 GB RAM available
400 MB of disk space
Nvidia Graphics Card
Direct X 9
Download it from our Download page or this link.
UPDATE – We have received information about the game running well on some 64-bit machines and not on others. If the game doesn’t run properly in your computer, please post the stats of your machine on the comments section in the following way (Credits to Mikepl for the method):
You can find this information in the Direct X Diagnostic Tool:
Click on Start
Click on Run
Type in: dxdiag (In Vista/7, type dxdiag in the search field)
Hit Enter or OK
Click on the Save All Information button at the bottom, and create a dxdiag text file, and copy and paste all the information from the dxdiag file into your reply.
Don’t worry if the stats are a huge wall of text. We will take the stats from the comments and compile the information to define what is making the game work and what is not. Thank you for your cooperation.
Hi, everyone. We are now having a rest after the completion of Final Project. But that’s not the end for this! We will have more updates, news and media coming soon! You will see more of the History of Ango, screenshots, some hidden surprises, and more!
Keep visiting us. Thank you for your support!
After a successful design process, tasks became more specialized. The developers of the group defined, after some iterations, how the system architecture would be. And the artists created a huge asset list for all types of art that could be included in the game.
There were some problems regarding the formatting of the documents in Office for Mac, but we managed to deliver a final file. You can see some of the art of our asset list in the concept art section.
One of the most important programs for the development of the game was Cameron Moats’ level editor, based on the render system of the game. This is a basic 3D editor, that allows to import the finalized game assets and allocate them together in a single level file. This program allowed to set up the entire game world. Developers were able to place all gameplay objects without the need of any extra work from the artists.
Hello!
We are proud to say that our final presentation went fantastic. It was a complete success and we are very happy to see this project coming to completion. We would like to thank everyone who was present this day, as well as all the people that were able to see the stream. You can see in the video below all three final presentations of Hidden Temple Studios. We would like to apologize for the low quality of this video, because we didn’t have many resources for it. But you can take a look at the Beta presentation video if you want to see more detail. We will give you a lot of updates this weekend about a game as well as news about the installer for everyone!
Hope you liked these presentations! You are going to enjoy Ango’s Odyssey soon. Thank you very much!
After a successful pitch, the hardest part was yet to come: turning the idea into a document. Everybody had in their mind some sort of clue about everything, but it was very important to compile all those thoughts into something we could agree upon. The level of detail played a big role. How much information was enough? What will not require much thought during development and what will? What’s part of the core and what not? We can say we took a lot of looks at the design document during production. We realized at times how hard would be to develop some parts of the game as they were written. And, on the other hand, there were some questions didn’t appear until further stages, preventing the design document to have an answer.
In this process, the whiteboard became the main tool. We wrote a lot of stuff about almost everything on the game, specially level design. Here is a collage of many pictures taken from our design sessions.
Our final design document had about 100 pages of gameplay information and 70 more pages of art information. We are not going to upload that huge Word document, but we managed to put all the relevant gameplay information from it in a Wiki for all the people that might be interested. Visit this link to take a look at the wiki.
Overall, we can say that, even with an ambitious design and lots of assumptions, having a source of information for every question related to gameplay certainly helped us in the long run.
On May 11th, seven days later after the group was created, we presented our two video game pitches: Valor Runes (now known as Ango’s Odyssey) and Terramorph. The presentations were a complete success and GP Staff liked our effort and style. But in the end, only one game would be selected. Although we were able to select, Valor Runes was the winner in this occasion, with the condition of a title change. Here’s the PowerPoint presentation of Valor Runes! Ups, sorry, I should say Ango’s Odyssey.
And yeah, lots of cool concept art FTW!
Sometimes, having a game idea might be easy. In our case, it was not. It took us a lot of time to define our two game pitches, but we managed to do it. Say hi to the team, everyone! Apologies to Sean for being blocked in the picture.
The idea of Ango’s Odyssey was the first to be defined and it appealed to everyone. This is the pic of the whiteboard at the moment that the game idea was approved by the group.
And this is one of the first concept images for Ango. A hero was about to rock.
Well, we finally got some time to rest (or, should we say, to stop running). While we make our final phase planning and await for the official feedback from GP staff, we want to start adding official updates to this page as the final presentation on September 15th gets closer. We will start the countdown today and we will add more information every day.
And what better to start than the Beta presentations! This will be our header news until the Final presentation.
We are pretty glad to announce that the Beta presentation went very well for us. All people that presented did a fantastic job and our confidence has increased. We expect that things will be even better on the day of the great reveal to the public.
Watch the Silver Snakes Beta presentation on Ustream.
Don’t forget to also check out the presentations from the Blue Barracudas and Atmosphere Games.
Hello, everyone. We are pleased to announce that Ango is now rocking in our game! And he will rock your house soon!