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Shadowrun Returns Anthology News!

 

Shadowrun Returns Anthology Reward For Kickstarter
Backers In Development

The Shadowrun Returns story has already been ‘kickstarted’ with development of the game and now with the creation of a fiction anthology based in Shadowrun’s cyberpunk reality.  Already one of the most anticipated games for 2013, according to several top gaming websites, Shadowrun Returns is a graphically rich, single-player, turn-based tactical RPG that will release for PC, Mac and Apple and Android tablets.  Shadowrun’s dynamic gaming world is beloved by fans around the world who clamored for its return by participating in a massively successful Kickstarter project that surpassed its goal by raising 5 times its initial funding request.

Harebrained Schemes, led by Shadowrun originator Jordan Weisman, has teamed up with Catalyst Game Labs to create one of their most eagerly anticipated Kickstarter rewards, the Shadowrun Returns Anthology of all-new short stories that tie into the game’s world.

“Fiction has always played a seminal part in developing and expanding the Shadowrun universe,” said Weisman, CEO and Creative Director of Harebrained Schemes, “From short fiction in sourcebooks to full-length novels to epub novellas; nothing works as well to immerse a player into the Sixth World.”

As part of Shadowrun Return’s Kickstarter project, Harebrained Schemes promised a fiction anthology to several tiers of backers.  Catalyst Game Labs is managing the creation of the full-color, hardcover 8.5” x 11” deluxe anthology.  They will work directly with Jordan for Shadowrun Returns ideas, work with the authors to craft their stories, create the layout and oversee the publication.

“We’re exceedingly pleased that Harebrained Schemes chose us to help make this project a reality,” said Randall N. Bills, Managing Developer for Catalyst Game Labs. “Whenever Jordan calls out, you know it’s going to be a brilliant project. Working closely with him and the rest of the Harebrained Schemes crew to publish such a great tome of original Shadowrun fiction will result in a product that’s going to be fantastic from start to finish.”

Some of the extremely talented authors filling this volume’s pages include Jordan Weisman, Michael Stackpole, Tom Dowd, Loren L. Coleman, Jason Hardy, Jennifer Brozek, and Russell Zimmerman. Managing Editor John Helfers, who brings a wealth of both anthology and publishing experience to this project, is working closely with Jordan to ensure his vision of this anthology remains true to both Shadowrun and Shadowrun Returns.

Check out http://harebrained-schemes.com/ to learn more about Shadowrun Returns and go to www.shadowrun.com to join the community!

Catalyst Game Labs

Catalyst Game Labs is dedicated to producing high-quality games and fiction that mesh sophisticated game mechanics with dynamic universes, all presented in a form that allows beginning players and long-time veterans to easily jump into our games, while helping fiction readers enjoy our stories even if they don’t know the games.

Catalyst Game Labs is an imprint of InMediaRes Productions, LLC, which specializes in electronic publishing of professional fiction. This allows Catalyst to participate in a synergy that melds printed gaming material and fiction with all the benefits of electronic interfaces and online communities, creating a whole-package experience for any type of player or reader. Find Catalyst Game Labs online at www.catalystgamelabs.com.

Harebrained Schemes

Harebrained Schemes is a small group of wildly talented people, crammed into a closet, making whatever cool thing inspires them next. The Harebrained team is a combination of seasoned veterans and fresh talent, and is led by serial entrepreneur Jordan Weisman—founder of FASA, Virtual World Entertainment, FASA Interactive, Wizkids, 42 Entertainment, Smith & Tinker, and creator of BattleTech / MechWarrior, Shadowrun, and Crimson Skies. Their first title, Crimson: Steam Pirates, was one of Apple’s Benchmark Games of 2011 and one of Metacritic.com’s Best iPhone Games of 2011. Their next title, Strikefleet Omega, was named one of Google Play’s Best Games of 2012. In April 2012, Harebrained Schemes made headlines when it launched one of the first 7 figure Kickstarter campaigns to fund Shadowrun Returns, which now appears on five “Most Anticipated Games of 2013” lists.

New Art!

Hi Everyone!

As you may know, Game Informer magazine did a big article about us in their February issue. For those of you who didn’t see it, here’s the art from the article. Please note that these images are not in-game screenshots. They’re concept pieces assembled from real game assets and posed characters. Hope you like them!

Edit: Added a couple shots of the SRR Editor in action.

Happy New Year of Shadowrun

Hi everyone, Mitch again.

Hope your holidays were great. A lot has happened since the last time we talked! Sit back, crack a SoyCaf, and let’s get started. There’s a lot to cover. . .

Let’s start with a progress report!

On the code-side, over 30 character skills and abilities are in the game and working. That’s stuff like etiquette, snapshot, and conjuring. On top of that, decking, rigging, spirit summoning, and spellcasting are in too! This list represents a huge push from our engineering team to get the first draft of these features in before the end of the year and they delivered. Now, before you get too excited, all these systems are using “programmer art” so they’re. . . not pretty. But they prove the systems, can be tested, bug-fixed, and iterated upon before we spend the time prettifying them. It’s starting to feel like a game. It’s got bugs and there’s a lot to do but it’s starting to feel like Shadowrun.

But wait, there’s more. NPCs are talking! Our base conversation system is in and working. We’ve got branching dialog in the game that performs checks to determine what dialog options to give you – we plan to note the skill/attribute/race, etc. that allowed that option to appear. We (and you) can do all sorts of cool things with our conversation system combined with our trigger system. Things like attaching a conversation to a window prop so it feels like you’re overhearing people on the other side of the window or having a conversation that convinces someone to turn off the fog of war in an area and escort you to the mainframe.

One big task that can’t be underestimated in all of this was creating test environments for each of the above features to ensure they work according to our spec and continue to work while we bugfix and iterate on them. That took our designers a good chunk of time but it’s worth it because now we can have interns regularly run tests independently. It also gave everyone plenty of practice with the editor.

Our next undertaking is a major overhaul of the user interface. As you may remember from Thanksgiving, we were living with interface version 2.0 to see how we liked it. We wanted to give it time so everyone could play with it for awhile and enter their comments and suggestions on a master list so we could review it in its entirety. Mike, our Art Director, wrapped his brain around all the feedback and came up with a holistic plan to address everyone’s issues. After reviewing it with the team and making a few revisions and additions, implementation began this week. Everyone’s very excited about interface version 3.0 and can’t wait play it.

Last on the production-side, our Audio Director has been collaborating with our composers to make sure we get the right sound for the game. Marshall and Gavin are working on Seattle while Sam tackles Berlin. I think Sam has the tougher job because he’s working without concept art but he and Alistair (our Audio Director) think they’re on the right track. I love hearing the work-in-progress music because they throw in little bits of their SNES and SEGA tunes here and there.

So far, we’re tracking to our May/June timeframe but my palms are a little sweaty. This next bit will give you an idea why.

Here’s what’s up with the Backer Rewards and survey

Here’s the deal: Kickstarter’s Backer Survey feature only allows us to do ONE survey ever. If we get something wrong, we can’t do another. In addition, that survey would only cover Kickstarter Backers and we’d have to do a separate system for PayPal Backers. As an added complication, if someone wants to change their mailing address or something, we’d have to do it by hand which is error-prone. On top of that, the KS survey tool won’t allow you to upload your photo for the Doc Wagon cards or NPC & PC character art.

We saw a few Kickstarter game projects set up databases so their Backers could log in and personally maintain their data and we thought it would be perfect for us too. In fact, Brian Fargo from inXile was cool enough to send us his Wasteland II  database code to save us time. But we also wanted to hook up the database to the game so it would automatically know who should get in-game rewards like the special ability and Doc Wagon.

Unfortunately, we were trying to work with an external partner for this so it wouldn’t distract the core team quite so much, but it wound up not working out to the quality level we were happy with, so we’re going to take a step back and make sure we can deliver something we (and you) will be happy with.

In the meantime, we’re starting some of the reward fulfillment process by hand. Backers at the $1000 level should have already received emails asking them to send us their photos so we can translate them into NPCs for the game. And Backers at the $2500 level and above will receive an email shortly asking for a photo so we can create their custom PC as well.

IMPORTANT: The deadline for getting your photos back to us is February 28th. If we don’t get your photo via email by then, we won’t be able to get your NPC or PC into the game. So watch out for that mail from us and contact info@hbs-studios.com if you don’t get the mail by Monday.

We deeply appreciate our Backers’ patience about the rewards. Believe me, we haven’t forgotten about you! Far from it. We’re just trying to be smart and focus on delivering the best game we can.

Check out the coverage Shadowrun Returns is getting!

Cool title page for the Game Informer article!

In addition to a bunch of great new features, something else exciting happened at the end of the year. Shadowrun Returns appeared on three “Most Anticipated Games of 2013” lists: Shacknews.com, Gametrailers.com, and PocketTactics.com.

Most. Anticipated. Pressure? What pressure?

There was also a nice interview with me on a Russian site called Game Star. Check it out here.

As we told you in December, GAME INFORMER did a big article on Shadowrun Returns for their February print and digital magazines along with an article called The Archetypes of Shadowrun Returns. The magazine article is really cool – good writing, great layout, 6 pages of coverage!

To get great coverage like this (over 6m people will see it!), game developers are often required to guarantee “exclusive content” for a period of time. That exclusive content, in this case, includes a couple of new images created out of in-game assets (like the Stuffer Shack scene released last year), a shot of our version of Jake Armitage from the SNES game, and a shot of our editor. Due to the exclusivity, we can’t include those in this post but will include them in Mike’s next dev diary where he’ll talk about how the environments are created.

In order to expand the audience beyond our original ~40k Backers, we still need to engage the gaming community at large in order to reach a wider audience. Even if we sometimes have to make special arrangements like this one, our default is to try and share the information with you first – you are our Backers, after all. We hope you understand.

Without further delay, here’s a rundown of the new information the article mentions:

  • The mag talks a little bit about the story of the game, “A woman named Jessica Watts approaches your newly created protagonist for help. Her brother Sam, your old friend, has been murdered. You’re the only one she can trust and she begs you to come to Seattle to figure out what happened. We thought the only appropriate place to start a Shadowrun videogame was the morgue, so the first scene is there”, explains Weisman. “Your dead friend Sam is there, and like any film noir tale, the first character you meet is the Lone Star detective, Mitch Macklusky, who is immediately antagonistic. From there you find out that there’s been a series of murders; these people have all been found with organs cut out. You’re charged with solving Sam’s murder, but as you did into that, more and more unravels, and the mystery expands from the lowest echelons of society, like the biker gangs, all the way up to the dynastic control of one of the largest megacorporations.”
  • While creating your character, you’ll answer a short set of questions that help determine your character’s background. (This isn’t implemented yet, so like all of our ideas, we’ll see how it comes out in the wash.)
  • In combat, we simulate stun damage by reducing your Action Points. So a punch may do 5 Hit Points and 10 Action Points of damage, reducing your ability to respond to the best of your ability.
  • Berlin is going to be released as downloadable content after the game launches and will be free to Backers.
  • We also hope to release downloadable environment packs, like the Ork Underground, regularly so Player-GMs have more places to create their own stories.

Pre-orders of Shadowrun Returns are now available!

We’ve opened up pre-orders for Shadowrun Returns on our website. Tell all your friends! We took careful pains to ensure that our Backers’ Rewards remained special and exclusive. So while the highest pre-order gets the USB Dog Tags, it won’t come with the Collector’s Edition Boxed set and other goodies that come at that level.

We need Runners!

As Jordan said during his Fireside Chat, we haven’t reserved any of our funding for marketing expenses and it’s important to get the word out about the game to get more people “into the tent”. The more people we pull in, the more vibrant the community, the more fan-created stories we get to play, and the more support and content HBS can afford to deliver after launch.

So we need your help by sharing the love. Please get the word out about the Game Informer article to attract new people. When you see an article about the game somewhere, don’t just Like it. Share it, retweet it, and start a conversation about it.

  • I still don’t really get the Twitter thing (old) but we tweet pretty often and retweet Shadowlands stuff too. Connect with us @webeharebrained
  • Do you go to www.shadowrun.com? It’s a great place to post suggestions, start over-the-top flashmob plans, debate features and ask questions. I post there all the time, so come say hi!
  • And don’t be afraid to send ideas and suggestions for spreading the word! All of us are more creative than just some of us. The address is info@hbs-studios.com.

“Never doubt that a small group of thoughtful, committed underground operatives can make Shadowrun Return; indeed, it’s the only thing that will.” –Lofwyr

Upcoming Events

Want to meet Jordan and me, ask questions in person, and maybe see some new stuff? We’re planning to be at two shows coming up and we’d love to meet you.

  • The first is Emerald City Comic Con – it’s our hometown, after all. The show is March 1 – 3 and I’m looking forward to geeking out there.
  • Next is South By Southwest in Austin, TX. SXSW is March 8 – 17 and sounds really cool this year. Lots of indie game developers and Kickstarter projects.

Just wanted to get those on your radar. We’ll provide more details as we get closer.

Thanks for the support, the feedback, and the questions.

We appreciate it,
Mitch

Shadowrun Returns Now Available for Pre-Order!

Since the conclusion of our wildly-successful Kickstarter campaign in April 2012, our little studio’s been hard at work developing the game and we estimate an Early Summer 2013 release. Not a week goes by that we don’t hear from Shadowrun fans who wish they could’ve participated in the Kickstarter last year.

We greatly appreciate the support of the amazing Shadowrun community, so we’re happy to announce that pre-orders for the game are now available. We’ve got 3 flavors to choose from but the Collector’s Edition is only available for a limited time, so act now!

Pre-Order Shadowrun Returns

For those of you who don’t know, Shadowrun Returns is set in 2054 and plunges you into a noir story of betrayal and revenge with the control of a dynastic megacorp hanging in the balance. It’s a turn-based isometric role-playing game that allows great tactical control of your character and the shadowrunners you hire. The game will be available for PC, Mac, Linux, iOS tablets, and Android tablets.

For more details on the game, see our previous Shadowrun Returns announcements here and here.

Shadowrun Returns

PRE-ORDERS now available – order today and support the Return!

Fireside Chat with Jordan Weisman, and Mike’s Dev Diary!

Hey there, everyone! Happy Awakening Day!

Even though the 6th World’s Awakening was technically (according to 80s logic) in 2011, we at Harebrained Schemes, along with our friends at Catalyst Game Labs and Cliffhanger Productions are excited that today marks the start of The Year of Shadowrun. It’s going to be a fun (and REALLY busy) year of new games set in the Shadowrun Universe. To celebrate, we’re launching Shadowlands. It’s a series of blog posts and Tweets from the 2050s, so if that sounds cool, you can follow it on Twitter and Facebook. Oh, and if you’re a 2070s fan, check out Jackpoint!

Anywho, if you haven’t been subject to the apocalypse and/or surprise bodily transformation, we assume you’re sufficiently capable of watching Jordan’s Fireside Chat Video. Did you notice the music at the beginning and end? It’s new Shadowrun music! The samples in the video aren’t so much tracks from the game as they are homages to the music from the classic Shadowrun games, meant to give you a little taste of what’s coming up in SR:R.

The opening clip is by Sam Powell, who composed the music for the SEGA game, and who’s going to be working on the music for our Berlin story. The closing clip is by is by Marshall Parker and his son Gavin. Marshall worked on the original SNES game, so we’re really happy to have them on board working on music for our Seattle story. We hope you like ‘em!

Our Design Team: Left to Right, Kevin Maloney, Trevor King-Yost, Mike Mulvihill.

In addition to Jordan’s fireside chat, we thought we’d give you another look behind the curtain… Here’s the latest developer diary, from grizzled designer Mike Mulvihill! He’s been working with our other designers, Kevin Maloney and Trevor King-Yost, to figure out the ins and outs of Shadowrun’s mechanics.

Mike Mulvihill – 12/21/12

Eight months ago, while crunching on Strikefleet Omega, Jordan and Mitch started a flurry of high-energy conversations. ”We’re bringing Shadowrun back ”… “An authentic turn-based game”… “Kickstarter!”

We had plenty of tools to work with and plenty of feedback on where to start (thank you Shadowrun fans!!!:

25+ years of pen & paper RPG products using four very different rules sets (one of which I led); A SEGA game that had a great and fond following all these years later; An SNES game that had just as great and fond following as well; My experience in translating SR into other game types (a card game, an action figure game and other stuff); Millions of written words.

With all those tools, the excitement of the community, and the trust of Jordan and Mitch, my only possible answer was – “Let’s make a game!”

So, where to start?

Our first decision was simply one of ideology. In order to ensure that the “feel” of Shadowrun would translate to our new format, we started boiling down what was most loved by fans, no matter how they were introduced to the world of Shadowrun. As designers, we needed to juggle a handful of core elements: the uniqueness of the world, the stories we want to tell, the choice of actions players need to take, the risk and reward of making those choices, the characters’ growth, and especially the fun that players spoke about when playing all the previous versions of Shadowrun.

Mike showing off his figure.

We also knew the game we wanted to make: a story-driven team-based tactical game, which tries to capture that “around the table” atmosphere of an old-school pen and paper RPG. The first order of business was codifying the tactics. To achieve this, we needed to hit our first concrete goal – creating a mathematical base that the engineers could implement and that we could use as our core design engine. We decided to call this the Action Calculator (AC1).

To mimic Shadowrun’s feel for the majority of the players, we wanted an Attribute / Skill / Specialization hierarchy like the ones was used in all of the electronic games and the first three editions of Shadowrun. Setting the game in the early 2050’s reinforced that decision. Now it was fun with numbers… and yes, for all you old-schoolers, we actually attempted to model rolling d6s. Unfortunately, the number-crunching in AC1 proved that chucking all those d6s around was not sustainable for what we wanted and not expandable into the other systems we’d planned.

From the ashes of AC1 came AC2: a new mathematical approach that doesn’t necessarily use the old math systems of the RPGs but mimics them in order to ensure that we’re true to the feeling of Shadowrun combat. With that math done and with AC2 passing the old “eyeball test”, we took our mechanics to the next level – we created a Shadowrun board game. That’s right: we played with miniatures, terrain, dice rolling, and “role-playing”, while I fed numbers into various spreadsheets to see what felt good and what…didn’t.

Each day, we would add a new twist to the board game: burst fire, shotguns, grenades, magic, swords, healing, full auto, etc. The next day, I’d rebuild the spreadsheet, adjusting numbers that felt out of whack, and adding new calcs to push the limits of what we could do (cover modifiers, armor, staging of damage up and down, stun effects, etc.).

To finish up the board game task, we wrote down our “mechanics” in rulebook form and it became the first working design document. I‘m not sure any of the original words of that document are still there…but that’s a whole other story! Nevertheless, AC2 stands today, along with over 25 spreadsheet tabs of older versions of the math engine – but most importantly, it still stands.

Turning the math aspect over to Engineering and watching them develop it into a game I could actually play on screen AND SEE IT WORK was just an incredible feeling. Even more incredible was knowing that the system didn’t just drive combat. It was the basis for the magic, decking and summoning systems as well! Also, we were able to guarantee every advancement a PC makes to his stats will have a noticeable in-game improvement. I’m actually really proud of that.

Some will say that real game design begins at this point – when it’s on-screen. This is when you take your “baby” and let the team try it. It’s when, as Jordan likes to say, “no plan survives contact with the enemy”. You end up answering a lot of “working right” questions….

Do the cover modifiers work right?
Is the recoil calc for Burst Fire working right?
Are the grenade tosses (and missed skill checks) working right?

And every tester comes back with suggestions for improving what you did and most of the time they are absolutely right. This is a tough time for designers because it becomes a quandary between intent, execution and expectation. We have to explain what we intended the action/result to be. We have to check to see that the engineers have executed (or can execute) our intention. And then we have to evaluate that what we put on screen matches what we think the player’s expectations are.

It can be a challenging process in such a collaborative studio because we all try to agree that there’s problem and then we all try to agree on the right fix. But the final call is Jordan’s, so the decision-making is often pretty fast. We basically do everything fast – but not so fast that we take shortcuts. “Go fast; don’t rush.” is Mitch’s development mantra.

But making the math work isn’t all we’ve been up to! While doing all that, we were also tasked with many other designs, like the interaction of character abilities and skills, working with the engineers on the AI (as you read last time), the conversation system, gear, NPC and Awakened creature creation, the story itself, and finally, the editor which allows us (and eventually you) to make the actual missions and tell the story. Look for more detail on the editor in the future. It’s pretty sweet.

I hope that gives you some insight into what we in design have been working on and producing over the last few months. And as I like to say…

Have Fun!
Play Games!

Mike Mulvihill

Chris’ Developer Diary

Hi! As we mentioned earlier, we’re going to continue giving you small snippets and insights into our development process on Shadowrun Returns. So this latest dev diary falls to me, Chris Kohnert. I head up the engineering efforts in our little office.

A picture of Chris Kohnert, starring Chris Aardappel’s photobomb

I think first off, it bears mentioning that Shadowrun Returns really is a pretty ambitious project. There’s a lot of depth and tactical strategy we’re trying to put into this game, while also keeping alive the fluid and dynamic elements that make a good story-based RPG fun.

One of the most important elements of any good single player game is a challenging and believable AI system. Since we’ve recently been tying up loose ends in the bulk of our core AI, I figured it would be a good time shine a bit of light into some of the elements of it, and how it integrates with some of the story-related gameplay elements of SR:R.

For this game, we have many different ways for you to approach any given scenario: do you try a frontal assault? Do you try to don a disguise and trick the guards into letting you into the server room? Do you need to protect that decker as he overtakes that computer node in order to take control of that mini-gun turret? In order to facilitate this flexible approach to tackling a level, the AI must be able to interweave many different disciplines and game systems and respond to a lot of different situations.

Let’s talk a bit about how this works at a very high level. The very first thing an AI needs to do is to be aware of its surroundings. For instance, when you move around a scene and perform actions, a guard will make an “awareness” check (i.e. “Do I see him?”). This is where stealth, line of sight, and audible cues are sensed and perceived (and also where that awesome ninja suit might come in handy). Assuming the guard sees you, he must then make what we’re calling a “perception” check (i.e. “What do I notice about him?”).

This is where the non-combat elements of the game start to come into play. For example, if you’ve managed to procure a guard’s uniform, he may take a look at you and decide you aren’t a threat. Though, that uniform may not do you any good if you’re carrying a couple of assault rifles when the standard issue weapon is a pistol. (Yes, we actually model that level of sophistication! Though whether it gets into the final game is based on how much fun it winds up being. . .)

Chris Aardappel, who’s taking point on the AI operations. Yes ladies, he’s taken.

Once an AI has perceived you and identified you as a threat, it drops down into a high level planning system where it determines what types of actions it should perform. Things like staying near a VIP to protect him or her or barreling down the hallway to take out the interlopers are resolved at this level. This level of logic, in our system, is implemented using behavior trees. They can be very useful for choosing among high level alternatives and goals.

Next, it comes down to tools of the trade. And in this case, that means pulling out your gun or choosing to unleash that Force 4 fireball spell. Our system performs a weighted analysis of options available comparing the action points (AP) available, AP spend-per-action, potential damage, chance-to-hit, splash damage potential, friendly fire, etc. It selects the best option (or two) and queues it up to be performed. This may also involve moving to get in range (or better range) and/or possibly moving to take advantage of nearby cover.

Eventually it all lands in a low level system that is the nuts and bolts of driving the character around on the screen. Choosing which animation to play, how it meshes with the current state of the character (crouching and facing), which weapon(s) are equipped, whether and how much to turn and face… these are all driven by state machines, a simple, but trusted friend of any programmer.

When you put these parts together, it is a very powerful (but complicated) tool. You can see from the diagram that it manages to hook into many of the exciting gameplay elements we’re working on as well. We want to be able to build Runs that are your standard smash and grab, but also be able to play dress up and possibly sneak into a dinner party wearing that fancy suit, or to woo that bank cashier into giving you the extra details regarding the bank manager’s schedule without resorting to violence (necessarily).

One of my favorite features that might not be evident at first (it’s in that diagram if you look carefully), is the ability for a superior’s perception check to influence or even override those made by underlings. For example, let’s say you had a squad of Lone Star security guards and their commander protecting a genetics lab. If you manage to convince the commander that you belong there (i.e. pass a perception check) through, say, intimidation, fake papers, or even disguise, then when you encounter any of the guards later on, they will check with their officer as to whether you belong there.

If the commander says you’re good, the guard will just wave you on. Assuming, of course, that the guard has a high enough discipline trait. If he’s a slacker or doesn’t trust (or like) his superior, he may just ignore his commander, and make his own check. This could be for good or bad, depending on whether he thinks you’re suspicious or not. Currently, this type of “consult with superior” check is simply done invisibly behind the scenes for the sake of gameplay speed and flow. If you wanted a scripted scenario where the guard stops you, rings his commander, and then makes that assessment upon hearing back, you would probably want to dive into the trigger system and implement that kind of logic there.

We’ve come a long way on AI, but there is definitely a lot of work still remaining. We have a lot of different skills and abilities being coded up right now, so we’ll need to spend some time folding that extra logic into the various levels. We have to make sure the enemy Shamans summon things correctly and that mages will use that trusty Fireball I mentioned earlier without going unconscious from the strain. We’re also continually refining the overall believability of the AI to make sure it feels smart and fun while maintaining a proper challenge level.

That’s about it for my little peek behind the scenes. I hope it gives you an idea of what we’ve been up to on Shadowrun Returns!

Mitch’s Developer Diary

g0bble g0bble g0bble.

Mitch here. Hi!

It’s Thanksgiving time at Harebrained Schemes and guess what we’re thankful for?

1) First and foremost, we’re thankful for our Backers who believed in the project when it was just an idea. You truly rule.
2) We’re thankful for Kickstarter.com and the platform that allowed our little indie studio to find an awesome audience. It was the ticket for one helluva ride.
3) And, of course, we’re thankful for the chance to bring Shadowrun back. It’s a world that deserves to be inhabited and we’re excited to be working on it!

As you probably know, we released a bunch of images and information around PAX in early September and we’ve made a few Q&A videos to answer your most pressing gameplay questions since then. But mostly, we’ve been heads down making the game and haven’t really come up for air to check in with you and let you know what’s going on with the project itself.

So, as another way of thanksgiving, today we’re going to start sharing some deeper “developer diary” kind of information so everyone can hear how the project’s going, where we are in the process, what’s making us tear our hair out/whoop with joy. . . that sort of thing.

Because I’m overseeing production and have my fingers in just about everything, we thought I should go first. This first one will be a little long, since it’s an overview of the whole deal. In the future, team members from different disciplines will jump in and talk about what they do so you can get to know them, too. (After all, there’s only so much Jordan and Mitch one can take.)

Sally and me hammin’ it up on Turkey Day

Okay, so where do we start? Since I’m a producer, probably schedule.

As we announced a few months ago, we’ve backed off our original delivery date of January 2013. It might’ve worked for the scope of the game we originally envisioned but as our ambitions (read that “features list”) grew, so did the time we needed to deliver! Plus, we made a big move from our original top down camera to an isometric point of view and that took serious R&D time. Right now, according to our estimates, we’re looking at May or June.

We’ve spent the majority of our time getting our game engine, art pipeline and base gameplay up and running and we’ve covered a lot of ground to get a lot of systems in place. Our engineering team has been crunching off and on for months to maximize the amount of time our designers will have to create our story. After many late nights for many weeks, we adjusted our start times to 8am so that people gain more focused time before lunch and more time with their families at night. The results are very promising (although coffee consumption has gone up).

Our first big milestone was our gameplay prototype. It was called “Run ‘n’ Gun,” and the goal was to test our development tools and create a firm foundation to build the rest of our gameplay upon. We built a secret lab environment, populated it with Lone Star guards and played a team of shadowrunners trying to steal some tissue samples. Run ‘n’ Gun exercised our combat interface, artificial intelligence, animation system, and editor. Everyone contributed.

Mike Mulvihill, designing away.

Since then it’s been iteration, iteration, iteration with everyone playing the game first thing in the morning and noting the things that needed to change. Based on the team’s feedback, we redesigned our first-draft combat interface, and the second-draft works much smoother. We’re going to play with it for a few weeks and keep a running list of the team’s feedback before making further revisions.

We’ve also revised and debugged our base combat AI so they choose the right weapons (watch out for the grenades), use cover appropriately, reload, use medkits, attack aggressively or become cowardly, and respond to gunshots or calls for help. It’s taken awhile but they’re fun to fight with just guns, fists, and swords. Once NPCs start using tech and magic, things are going to really get crazy.

After many weeks of hardcore debugging, iterating, and reworking, we’re happy to say that we’ve “found the fun”. We’re happy with Run ‘n’ Gun and feel confident that we’re building the rest of the game on a solid foundation.

Beyond all the design meetings and system writeups, our designers have created more than a dozen additional scenarios that exercise the editor, the AI, the interface, the combat systems, and our skill as players. And they did it without the use of our extensive trigger system which is just now being implemented. It’s sort of a spiritual successor to the trigger system we used on Crimson: Steam Pirates and a very powerful, flexible tool for our designers (and with some time and patience, you too).

BTW, while all of this was going on, we hired a small team of character artists, several engineers, a designer, some awesome interns, and moved into a bigger space with running water! Finding the right people to add to the team took a lot of work but we’re happy to say it still feels harebrained around here.

Okay, that puts us about halfway through development. Next up, we’re going to town on all of the magic and tech-based abilities that make Shadowrun, Shadowrun. We’ll also work on our conversation system and start putting story into the game. Oh, and on the story front, we’ve come a long way but there’s plenty more to do. The story is very Shadowrun (and very Weisman) and thus quite complex. The team is really happy with it, which is awesome. Who wants to work on a story game when you don’t like the story?

We’ve got plenty of challenges to overcome between now and release (like figuring out how long it takes to make a fun mission for a party with a wide range of combat, decking, rigging, and spellcasting abilities) so it’s going to be (more) nose to the grindstone!

Jordan’s computer is camera shy…

Along with all the progress and fun, there’s the harsh reality of production. I wish I wasn’t the “scope cop” but that’s the job. We need to continuously revise our scope and feature list to stay within our budget, focusing on the things that are core the Shadowrun game we want to make and that you supported. Unfortunately, one of the features we talked about on Kickstarter and at PAX didn’t make the cut: the ability to recruit your friends’ characters into your game. It’s a good social feature and it pains us to cut it, but it isn’t core to the fun of creating your own character and having a great Shadowrun experience. These are some of the roughest parts of game development, when time and budget demand tough choices, and features you love don’t make it in. And we know from experience that we need to keep our knives sharp and ready to trim when necessary to focus on quality over quantity (and ensure that Shadowrun is as good as we can possibly make it in the time we have).

Nevertheless, the team is pumped and focused and pushing hard on the next phase. It’s going to be really exciting to see shamans summoning spirits, deckers hacking into security systems, and all the rest of the great features we have planned. Plus, we know that the best part of the project is still ahead for us–when we’re experiencing the story and polishing the game to really make it shine. And we can’t wait to see the stories and shadowruns you create with the Shadowrun editor! I have the feeling you’re going to blow us away.

Okay, that’s it for this grizzled producer. Have a happy and safe holiday and we’ll work on a nice fireside chat video with Jordan to end the year.

And seriously, thank you. We think of you all the time and appreciate knowing you’re out there supporting our work. It means a lot.

Mitch

Shadowrun Returns October Q&A Videos

Hey folks!

We had such a great time addressing your questions in our first community Q&A in September that we decided to do another… and then another. We received so many great questions this time that they couldn’t be contained in just one video. So watch the first (longer) one for the broader questions, and the second (shorter, fancier-dressed) one for the more detailed questions.

We’re cranking away on development and we’re happy to share everything we (comfortably) can with you. So enjoy! And keep brewing more questions for the future: these won’t be our last community Q&A videos.

Shadowrun Returns Q&A Part I

Shadowrun Returns Q&A Part II

And here are the transcriptions for Part I and Part II

Post-PAX Post: Our First In-Game Assets Revealed!

Hey everyone!

We’ve been heads-down on Shadowrun Returns for three-ish months now and it’s time to share some images that show you what we’re shooting for from a visual point-of-view. If you’ve seen the recent Kotaku article, you’ve gotten a taste of what we’ve been doing lately, but we thought we’d flesh it out a bit for you.

Just to remind everyone what we’re up to, Shadowrun Returns is a story-based tactical role-playing game for desktop computers and tablets that was excessively (and wonderfully) funded by fans on Kickstarter.

Our goal is to create a game that reflects the original tabletop RPG’s narrative and tactical detail, and acts as the spiritual successor to the groundbreaking Sega Genesis and Super Nintendo Shadowrun games from way back in the 90’s.

When we started our Kickstarter campaign, we had a much more modest game in mind. But as the funding grew by a factor of five, our aspirations (and our Backers’ expectations) grew by an even larger multiple. We’re working very hard to meet (and maybe even exceed) those higher expectations.

One of the game’s largest growth factors was the change from a top-down to an isometric point of view, which is much more dynamic but also much more expensive to create. We explored several different methods to bring the rich details of the Shadowrun world to life in an isometric POV and settled on a hybrid approach that merges 2D environments and 3D characters.

The 2D background allows us to deliver a level of detail, depth, and expressiveness that we think will capture the tone we’re working toward, while the characters’ 3D structure allows for fluid movement, and a wide range of character design and equipment options. Based on the number of tests we’ve done, we think the 2D/3D mix is really working well.

Shadowrun is all about the characters, so let’s talk about them first.

Shadowrun Returns features turn-based tactical action. During action sequences like data heists or infiltration missions, you control a team of shadowrunners, pitting them against antagonists ranging from powerful individuals to a small army.

Therefore, your point-of-view needs to be far enough to give you a commanding view of the “battlefield”. If you’re able to see that many characters at once, our models need to be low-poly enough to render lots at the same time while also rendering a rich environment on a variety of devices. These choices resulted in character models of roughly 2,000 polys each.

We’ve already released some character design concept art but this is the first time we’re showing real-live-game-res models of player characters available in the game.

This “glory shot” image uses our in-game models, but we’ve added in some effects (lighting, a little painting in the background, etc.) to sex it up a bit. The gear and the outfits they’re wearing are among the many options we plan to have available for your player characters in the game.

In Shadowrun Returns, you’ll be able to create characters of both sexes for any of the meta-human races (Human, Dwarf, Elf, Ork, and Troll) in a variety of skin colors. From the core of these 10 models, you can select gear appropriate for your character’s skill concentration (Street Samurai, Decker, Mage, Shaman, Rigger, or Physical Adapt). You’ll also be able to choose apparel that’s appropriate for the location of your mission (or just to look cool).

The result is an enormous variety of character customization combinations which will keep growing even after the game launches.

Today we’re showing just a couple of these character combinations via individual character sheets which display (from left to right) the concept art for the character, the in-game model without enhancement, and a glory shot of the in-game model with a little sexing up. Over the next several of months we’ll release more of these character sheets as the models are finished.

So where do these characters live, work, and die? Glad you asked. The next couple of images represent our visual target for the exterior environments in Shadowrun Returns.

All these scenes where built with actual game assets, but they were assembled in Photoshop rather than the game engine (which is still in development). The art team added a couple of bells and whistles which we hope make it into the game (like the localized lighting effects) but overall this is the look that we are shooting for on desktop computers and tablets.

The Stuffer Shack scene is composed with the actual in-game character models so you can get a sense of how the 2D environments and 3D characters merge. The art team took a little liberty with the posing of the characters (which might not be quite as dynamic given that it’s a turn based game) but we think it’s within the realm of their creative license. The scene roughly depicts our camera zoom level on tablet. When playing on a desktop machine, you’ll be able to set your window to show a larger scene. (Time to invoke a classic game development caveat: this zoom level, like most elements of our design, is subject to change.)

The Redmond Barrens scene illustrates a simulated nighttime environment. The game won’t feature a dynamic day and night cycle but we plan to depict areas in daytime and nighttime as appropriate for the story and missions—giving you the opportunity to lurk in the shadows and to brazenly walk about, as you see fit.


The final environment image shows a partial “exploded” view of the Redmond Barrens scene to illustrate how it was assembled via our tiles. Remember, we’re releasing the level editor for Shadowrun Returns so you can create your own interior and exterior environments and your own missions/stories to share with your friends or the entire Shadowrun Returns community.

We want to give you the tools to be a Shadowrun Game Master and to create the cool environments, the sophisticated NPC logic, and the engaging dialog interactions you need to bring your stories to life (without having to write code or learn a scripting language). It’s something we love about tabletop gaming and something we’re dedicated to delivering.

Thanks for tuning in and checking on our progress. We’re having a blast working our asses off on the game and thank you all sincerely for the opportunity.
HBS