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Waveform for mobile: now officially a thing

The first time that we laid eyes on an early version of Waveform from Eden Industries, one question had already been brewing in our heads. We were intrigued by its surreal yet science-y premise and we wanted to try it out, but even before we got our hands on the game, we had always wanted to know: is it coming out for mobile?

Well, now it is! Ryan Vanderdyck, founder of Eden Industries, has confirmed that Waveform will indeed make it to the Android and iOS platforms later this year. We asked Ryan a few questions about the ports. Here's what he told us. See our brief exchange inside:

OMGeek: How did you arrive at the decision to make a mobile port?

Ryan: It was the number one most requested thing by the community! And something we had been wanting to do for a while, since the controls seem like such a natural fit.

OMGeek: What development challenges did you encounter?

Ryan: The main challenge was adapting the in-house Eden Industries engine to the mobile platforms. Although we could’ve used a common engine like Cocos, we felt that getting our own engine working would provide us the most flexibility in the future.

OMGeek: What's your planned release date?

Ryan: Whenever it’s done :) . It’s really hard to say at this point since development is still ongoing.

OMGeek: Will the Android and iOS versions be simultaneously released?

Ryan: The iOS will likely release first, as development on that is further along.

OMGeek: How much will the mobile versions cost?

Ryan: I haven’t quite decided yet. It’ll probably be free to download with microtransactions to unlock all of the content.

Thanks for the update, Ryan! Watch out for Waveform for mobile later this year! We'll also have more updates concerning Eden Industries in the coming days, both Waveform and non-Waveform related, so stick around!

Upcoming Waveform DLC is free for current Waveform owners

Great news, Waveform fans! Ryan Vandendyck from Eden Industries has given us the scoop on the game's new DLC, which is scheduled to release next week on Steam. The action takes place across 7 levels set on the dwarf planet of Eris. We'll be getting a new object (the Pulsar) and a new bonus mode (Reverse) with the DLC. The best news is that it's absolutely free for everyone who has purchased the game so far! Here are Ryan's own words about the DLC:

This is the first of many planned “Planet Packs” that we intend to release as DLC. This one opens up the dwarf planet Eris to players where they can experience the powerful light of the Pulsars. The light from a Pulsar is so strong that it’ll create a temporary Distortion field, mimicking the fan favourite Distortion bonus level effect. Its light will also reveal nearby hidden objects, however, so although it creates a trippy experience it’s one that works in your favour!

Eris comes with 7 brand new levels that not only feature the Pulsar as a new object, but also include a new bonus mode: Reverse. In this mode, which is also featured in Eris’ Deep Space Mode, you’ll travel from right to left instead of left to right. Although a simple change, it turns the gameplay on its head to create a very fresh experience!

So with a new Deep Space Mode and 7 new levels featuring a new object and a new bonus level, you’d think the good news would stop there – but no! The best part of all is that this DLC is free for a limited time! As a thank-you to the Waveform community and our supportive fans, we’re releasing this DLC free for anyone that has purchased Waveform so far or purchases it anytime next week as a reward for being an early supporter of the game.

To celebrate the release of the DLC, we’ll also be hosting our third Leaderboard Challenge next week. This one will take place on Eris and challenge players to survive in Eris’ Deep Space Mode while the Reverse effect is active. The top 5 finishers on the leaderboard will receive a free Steam copy of the indie game Auditorium, which is a very special giveaway for us since Auditorium is one of the games that inspired me to make Waveform.

Ryan also dropped some very interesting trivia about the ideas behind this DLC, and how the Reverse mode is related to Miyamoto and Nintendo in general:

You may be interested to know that the development of the content for Eris was inspired by Nintendo. The Pulsar was created as an homage to the Touch Fuzzy, Get Dizzy level in Yoshi’s Island in which the screen became a trippy, distorted mess after touching a fuzz ball. Interestingly, the Pulsar was added into Waveform a long time ago, but somehow never made it into the game. The Distortion effect it causes did appear as a bonus level though, but the Pulsar itself remained absent. So we wanted to rectify that through the release of this DLC. The Reverse effect was also inspired by Nintendo, although this time through my professional relationship with them. While working on Luigi’s Mansion 2, Miyamoto would often tell us to reward players for “going left”, a reference to the number of bonus items he included in Mario 3 that were accessible only by heading left from a level’s starting point, an action he wanted to reward due to not being able to do this in the original Super Mario Bros. Since in the base game of Waveform it’s also impossible to go left, I decided to theme a bonus level around Miyamoto’s advice. And so the Reverse mode, and indeed the entirety of Eris’ Deep Space Mode, was born!

Stay tuned for the Waveform DLC's release.

The Waveform Contest Winner

It's been a long time coming, but we're finally prepared to announce the winner of the Waveform contest we held some time ago. See who won after the jump!




And the winner is...


Congratulations! Expect a brand new Steam copy of Waveform to come your way very soon. In the meantime, here's the question ZackleR asked, and Ryan's response:

ZackleR: What inspired him to create a mix of pong, angry birds and music or etc in one go?

Ryan: Actually the original idea had nothing to do with pong, music, or Angry Birds (which was still years away from being released). I wanted to make a game based on one single gameplay mechanic that was based on a mathematical principle and have a simple, but pleasing, aesthetic. So the original idea was just to make a game where you control the wave. Resemblances to Pong and Angry Birds came organically as I began to discover what kinds of gameplay would work well with the control scheme. And although the music is a strong component to the game, that’s really all thanks to the composer Scott McFadyen. He did an amazing job, and without him there probably wouldn’t have been much music in the game at all.

Incidentally, Waveform is getting DLC soon! Keep checking back for the details as they come out.

The Monday AAR: Varmints!

Happy last Monday of the month, everyone! I think you'll agree that we've had a busy month of ArmA II and Minecraft, among other games. I haven't been playing as much as you guys have and I'm still exhausted!

Maybe it's just the heat.

So. The events of last week:

    • The ArmA II server is getting the ACE mod installed due to popular demand. Prepare to experience a whole new level of immersion and realism! I don't know where this ultra-realism mod stands when shooting yourself in the foot is concerned, but there is midair refuelling in there. I don't know what kind of mission would last long enough (and what kind of pilot would last long enough, for that matter!) to require an air-to-air refuelling session, but there you go. Brace yourselves!

    • Minecraft! Walls! Boundaries! Towns! Bridges! Moats! Giant warehouses! German castles! I really can't discuss all the exciting stuff happening in our server right now without taking all day, so drop by our chatroom and visit the Minecraft server. We're juggling several projects at once, and it's gonna take me a few more days to sort it all out and make everything nice and organized. Expect a pictorial recap sometime this week!

    • Some time ago, we held a contest for a free copy of Waveform. We hit a few unexpected snags, but we're ready to announce who the big winner is! Stay tuned!

    • INQUE led some of the OMGeeks into the Guild Wars 2 beta event this weekend, and he has some war stories to share with us. He's still putting everything into writing at the moment, so I'll just share some in-game screenshots he took in the meantime. View the screenshots here!

Waveform's weekly Leaderboard Challenges have begun!

News flash! Waveform has just added a weekly Leaderboard Challenges to its list of features. Now, you may not be the high score table-type and you may be silently groaning in apathetic indifference right now, but Waveform does offer a very good incentive for participating: the prize for being one of the top finishers of the week is another indie game on Steam!

From now until April 22, players who place in the top 5 will win a Steam copy of Atom Zombie Smasher, which I should say is also a damn good game. Next week, another challenge and another prize await.

If you're interested, fire up your copy of Waveform and get cracking!

The Monday AAR: Victoly!

Hi there, gamerfriends! Welcome once again to the wild and wonderful world of the Monday AAR, where we pick up the box that was last week, turn it over, and give it a good hard shake.

Here's what's been happening this past week:

    • In case you haven't heard yet, get ready for some good news, and this isn't some lame April Fools prank. Serellan's Kickstarter made its 200,000 USD goal! Takedown is actually happening. We put up an interview about it very recently -- right about the time the team decided to refresh their Kickstarter page. It seems like it was a good idea, after all. The PC gaming community should be glad.

    • Ryan Vandendyck of Waveform fame recently participated in a Waveform promotion held at the OMGeek forums, and graciously answered some questions from our OMGeek members. You can find the questions and his answers here in this post. Thanks, Ryan!

    • I wasn't around for last night's ArmA II game, but I heard it had some very cool moments like when the team successfully ambushed a convoy by laying down a few mines and hiding by the roadside. Isn't that cool? I think that's cool. Last night was actually the dry run for this coming weekend's big extended operation, so I hope all the participants are ready.

    • We've moved our Battlefield 3 server! Check this link for more details.

Waveform developer Ryan Vandendyck Answers your Questions

Not too long ago, we ran a contest in the forums about Eden Industries' recently-released indie game Waveform (which, incidentally, we reviewed here). We gathered questions from OMGeeks and sent them over to Eden Industries founder Ryan Vandendyck after agreeing that the best question-answer combo will net the asker a free copy of Waveform. Here's the good news: we've almost finalized our winner! Here's the even better news: we're going to publish the questions and Ryan's replies here in this post.

Wow, there's nothing bad in there at all!

Here are the questions asked, and Ryan's very insightful responses:

ZackleR: What inspired him to create a mix of pong, angry birds and music or etc in one go?

Ryan: Actually the original idea had nothing to do with pong, music, or Angry Birds (which was still years away from being released). I wanted to make a game based on one single gameplay mechanic that was based on a mathematical principle and have a simple, but pleasing, aesthetic. So the original idea was just to make a game where you control the wave. Resemblances to Pong and Angry Birds came organically as I began to discover what kinds of gameplay would work well with the control scheme. And although the music is a strong component to the game, that’s really all thanks to the composer Scott McFadyen. He did an amazing job, and without him there probably wouldn’t have been much music in the game at all.

Lefans: I think it's great, and will be glad on every device. I want to ask, do you manage to expand gaming platforms? When did you got an idea to make retro-style game?

I love retro games, and I think that in a lot of ways they resonate strongly with what the core of games are all about. Back on the NES, for example, everyone I knew played games. But most stopped after the NES. Re-capturing the retro spirit was a strong desire for me, and in fact is one of the main goals of Eden Industries for all of our games.

WindBallad: did you delibrately take up a course on engineering just to create this game or making it just so to make the engineering students regret not studying hard enough?

I did my university degree in mathematics, which was certainly one of the reasons I was able to make Waveform. And if anyone wants to study harder in math or engineering, I’m sure Waveform will provide a quick crash course in trigonometry.

psycrow117: Have you ever think of making the game produce/enhance its own music by not sucking at the game like in bit.trip?

Actually the game already does this. As you do better, another layer of music is added in to enhance the intensity of the music and the game in general.

Fongomong: What was your favorite game as a kid? (assuming you played games as a kid) Did you draw inspiration from other games?

I played tons of games as a kid! That’s pretty much all I did in fact. The Legend of Zelda: A Link to the Past remains as one of my favourite games from that time, although several other games (Ogre Battle, Earthbound, Final Fantasy 6) are also right on the top of my list. For Waveform, the two games that inspired me were Auditorium (for PC) and Art Style: Orbient (for WiiWare). Both had a simple mechanic inspired by math and a simple but compelling aesthetic. Obviously the gameplay of Waveform is very different than those, but I can certainly say that making a game like Waveform was inspired by them.

jedi304: I have read that you are a developer for console games, and Waveform is your first for the PC. I'd like to ask, is it hard learning to develop one platform to another? What are your likes and dislikes about it?

It is hard, yes, but there are advantages and disadvantages to both. PC hardware is the easiest and fastest to develop on, but the vast differences in hardware lead to a lot of problems in terms of compatibility. It’s just impossible to make sure it runs correctly on every machine. Working on consoles is harder, but in the end you can guarantee that it’ll work for all customers of that console because the hardware is standardized.

And there we go! Many thanks to Ryan Vandendyck for entertaining our questions and providing all these interesting answers. I always find it fascinating to hear directly from a game developer. It's like finding the burning bush for one particular game world that provides that conduit between us, who populate it, and the developers, who created it. Not being blasphemous here guys, but I think it's really cool.

And the winner? The winner shall be announced very soon. We promise.

The Monday AAR: Gaining Speed

We've had another fast-moving week at OMGeek -- a good amount of [exclusive!] game coverage, lots of discussion in the forums, and of course, frequent running, riding in helicopters, and shooting at tiny 2mm-tall insurgents in the distance. Because that's how we traverse by revolving on an axis with a circular object. I'm sorry. I'm having trouble concentrating right now.

The events of the past week:

    • Last week, OMGeek's second ever game review saw the light of day! We tried something new with the Waveform review, incorporating all our thoughts and impressions about the game into one explosion of gamer opinion. I think it worked out nicely. For the most part. Regardless, Waveform remains an awesome game. Find out why.

    • We also trained the spotlight on indie developer Serellan LLC, its founder, Christian Allen, and its Kickstarter project, the crowdsourced hardcore tactical shooter. We weren't so taken by just that description alone, so we conducted an short interview with Christian to flesh out some of the game's vaguer aspects.

    • The ArmA II madness continues, and frankly, it shows no signs of letting up! INQUE is hard at work composing an AAR for last night's ArmA II game, so stay tuned for that.

    • OMGeek contributor psycrow117 also shows no signs of letting up, having posted numerous articles on various indie bundles here, here, here, and here.

    • Finally, we would like to remind everyone that Minecraft is still happening soon! If, sometimes, you wake up in the morning (or the afternoon) and realize that you have missed the joyful futility of punching stone walls, we've got you covered. Hang around for future announcements.

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