I’ve been researching synthesizers a lot lately. I’m scouring for resources on classic analog synths that shaped some of the music that inspired FRACT and stumbling onto bizarre new approaches to synthesis that blow my mind. From block diagrams, service manuals, video tutorials, sample libraries (GreatSynthesizers is especially awesome) I’ve been soaking it all in and am developing an unhealthy hunger for building my own modular synth (outside the world of FRACT of course).
Some good people (who happen to be Canadians, hi five!) have been working on an very cool documentary about modulars – those edge-case niche machines that are kind of weirdly anachronistic yet totally contemporary. I missed out on their first round of fundraising and didn’t realize until today that they’re on their fourth round. Check it out , and if it gets you as excited and inspired as I am, be sure to help them out through their indiegogo campaign!
Also, if it wasn’t awesome enough, they’re interviewing a host of really awesome electronic musicians and synth. Here’s a great segment with Richard Devine:
We’re happy to announce that FRACT has a new team member – the very promising Zoe Maeda Flanagan, born just this May 27th! As you can expect, we’ll be taking a bit of a hiatus to “train” our new addition, so if you don’t hear from us in the next little while, now you know why! Not to worry though, we’ll be back in action in no time.
Hey everyone – sorry if you’ve had problems downloading the old prototype for Win/Mac in the past day or so – we had migrated the files recently but hadn’t expected the additional bandwidth. Links should work now, sorry for any inconvenience!
Some of you were asking about getting desktop versions of our more recent screenshots, and we aim to please! You can download the high-rez versions here. Keep in mind, as always, that these are development shots, so things may change and look different in the final version of the game. Enjoy!
UPDATE: Sorry about that folks, seems like there were problems with the link – It’s been updated now!
So while we’ve been pretty busy working on FRACTOSC, some of our FRACT team members have also been up to some pretty cool projects on the side. Namely, Henk and Aliceffekt have been working with Renaud Bedard (of Fez fame) on a third-person “twitch, Quake-like game” called Waiting for Horus which has been getting some love in the online press (Verge, Indie Game Mag and Indiegames.com). We’ve had a couple of playtests here aboard the FRACT frigate, and it’s bloody good fun. They host pretty regular playtests on Sundays, so everyone should check it out! News and announcements can be found on the Waiting for Horus Facebook page.
Also, just this past weekend, Henk, Aliceffekt and Renaud teamed up with yet another talented indie, Dominique Ferland under the moniker Les Collegiennes to create yet another awesome game at the Toronto Game Jam. Called ‘Diluvium’, it’s a typing tactics game where you incarnate an animal summoner. Players must type, quickly and intelligently, sequences of animal names to counter and destroy your opponent. Already featured on Indie Game Magazine, looking forward to giving it a try when it’s ready. Spelling and creatures, ahoy!
So, since the last screenshot post we’ve been hard at work connecting bits of the world together. We’re starting to migrate to a more condensed and cohesive world space, much in part due to Aliceffekt’s fine level layout and really awesome lighting. Below are some more shots of the world as it is coming together. Keep in mind these are still very much work-in-process, and while very pretty, will be even prettier in the final version of the game :). A few more shots are on our Flickr Account.
With Aliceffekt on board, we’ve been able to buckle down and focus on a lot of aspects of FRACTOSC. Namely, we’ve got a more defined and cohesive world layout going on, and some of the sections are starting to look really good. Some cool new things are in the works, and we’re excited to share them! Here are some dev shots in the meantime:
Some new (or rather, newer) screenshots are up in the media section (starting the 6th row down, 3rd from left) of FRACTOSC (all the older shots are from the 2011 version) for any of those who are interested!
Update: The newest screenshots (and videos) are now first, thanks to Patrick Paul-Hus!
A quick Screenshot Saturday update today, including some newish areas (some of you may have taken a peek at GDC).
Also, we upgraded to Unity 3.5 recently (we’ve been putting it off for a while). It was a mostly painless migration and as a bonus, the new gizmos we use to visualize our signal path networks now look like star maps!