We are proud to announce that we are going to release several free playable demos during the following months. You already saw some pieces of our Narrative Universe, but it’s just the beginning.
We collaborated with several local schools to activate a full course over three years to develop a real VR game that fits in our Narrative Universe. We are going to show you the first tech demos created by our pupils, the GoMangians. Here’s what they’ve already created:
- Kaos – A GoManga Original Game, developed by 3E – Liceo Scientifico “A. Gallotta”: a VR shooting game set in 2035, two years after the facts happened in Narcissic Pulse. You are going to impersonate Adam “Golden” Smith, a man who has been turned into a machine and forgot everything about his past. His only will is to escape the structure he is imprisoned in, no matter if it will need a severe lack of diplomacy.
- Exsense – A GoManga Original Game, developed by 3F – Liceo Scientifico “A. Gallotta”: a VR tactical shooting game set in the same year of Kaos. An ex employed from the GoManga Technologies, Co. continues his research and creates several pills that can amplify human senses and a Russian veteran wants to use them in military field. Isaac, our main character, has to use his pills in order to escape from the spies. What would go wrong?
- Brodstock Fall – A GoManga Original Game, developed by 3A – Istituto di Istruzione Superiore “E. Mattei – Fortunato”: a VR puzzle game set in Brodstock during the fall, 40 years before Not Another Platform Game. Alex, the protagonist, has to stop Celeron before it could take over the city. Will his past interfere while stopping Celeron?
Go on GoMangians, we are very proud of you! Your creativity is our fuel!
Marina, 20 (wasted) years.
Born in Romagna, I live in Piedmont since I was small and I study sculpture at the Brera Arts Accademy in Milan.
Although I love sculpting in 3D, I’m the team’s Concept Artist: my role is to design and draw envirorments, characters and whatnot, so that they will be modeled in 3D. I love to see my ideas take shape slowly, until they become real masterpieces. I’ve collaborated to the concepting of the Insane Decay of Mind: The Labyrinth Anniversary Update and Not Another Platform Game.
I always run and I always have so many things to do because of my desire of experimentation and fortunately I’m always able to do everything!
It is thanks to this constant desire of discovery that I met the GoManga’s team: it all started like a game, who would have thought that I would become a key person of the team?
I hope you too will be excited with our new work as I am!
The presentation of the team members continues!
Flaminia, 29 winters. I live and work in Rome as a 3D generalist and in the daily life I alternate my job with the the passion for comics and illustration. I’ve graduated to the IUDAV, the University of Videogames and Animation and I’ve worked on Insane Decay of Mind: The Sound of Silence as a character artist.
I met the guys from GoManga Interactive and their works on the web and they convinced me with their willfulness and skills; we started collaborating in remote and thanks to their talent it worked great: it’s a pleasure to be part of the team!
We are currently working on something great and I’m sure that you’ll like our last effort!
Let’s go on introducing the GoManga Interactive’s team members!
This time it’s my turn: my name is Francesco Carbone, class ’98 and I’m part of the team since its foundation. I consider myself as an eclectic person: I live in the countryside and I love direct contact with nature and my animals, in the same way I like to code and design videogames. One year ago I’ve graduated last year at the Liceo Gallotta High School, Eboli, Italy and I started being part of the team sice it was founded. I’ve always wanted to know how games are made and that’s why I started programming: I’m the level designer behind Not Another Platform Game and also the programmer of several features of other games (take a look of this article for further information about what I did with the team).
When I don’t design the gameplay of our new videogames, I like to relax playing the timeless classic rock hits on my Epiphone SG: I love playing the notes written by the Eagles, Jimi Hendrix or the Pink Floyd and sometimes I play some songs with the whole team!
I hope you’ll like my last effort!
Have you ever questioned about the physics behind your favourite videogames? Let’s take a look at what happens behind the map in Not Another Platform Game.
Building a realistic world is the main key to make a good game. But how? There are many ways to do that and one of these is animating everything and making it not repetitive: we are trying to add some little stories in the map that surrounds the player. For instance, in the Third Level, the player is put right between the Steel Mallet army and the Fallen partisans. We wanted the player to feel the battle and the same violence he would feel in a war game, so we started adding triggered events through the map.
When you see a wall being shot down or a tower falling, you’re not enjoying a well scripted animation. All of these things is physically simulated! Each one of the cubes you see is a physical rigid body simulated by the game engine.
Clothes, flags and stendards are as well, making the envirorment convincing, even if the characters style suggest a toony style.
Thanks to Nvidia Physix, physics implementation in the game engine is very simple and does not require hundreds of lines of code. Most of the implementations don’t require coding at all: clothes simulation is made inside the Unity Editor so we can edit all the proprieties from the Inspector, without accessing the code. However, more complex things such as explosions and building fallings required more work and code. In this cases the RigidBody class from the Unity API has come to our aid:
RigidBody.AddExplosionForce(power, position, upwordsModifier, mode);
We’re hard working to make all things realistic and a big span of time has been spent on polishing all of these particulars. While you wait for the game to be released, take a closer look to its first trailer!
We are proud to announce that, after several months of news blackout on Social Networks and Devlog, we are back to share our news with you. We’re hard working on both Insane Decay of Mind: The Sound of Silence and Not Another Platform Game.
Moreover, in the last month we worked on a little new project, too. Its name is GoManga MathStudio and it is a powerful Mathemathical IDE developed in C# that will allow you to write your complex maths application in a very simple way. In fact, MathStudio provides a very simple syntax for its commands making technical software development easier than ever. Also, it includes a parser which is able to solve coplex mathematichal expressions and it offers several built-in tools for mathematical analysis. MathStudio beta is now available for free and all you need is downloading it!
Isn’t it enough for you?
MathStudio allows you to write your own commands and extentions for the editor! You can do this implementing the MathStudio.Core.Plugin interface in your code. Under the main directory of MathStudio (C:\GoManga\MathStudio\Samples\Plugins), you can also find two examples of implementation. The first one, written in C#, is a plugin that allows you to use the sumf command; the second one, written in VisualBasic, is a UI implementation of the maths parser for the editor. Take a look of the API Documentation for more details. Please note that, according to End-User License Agreement provided with the MathStudio installer wizard, you are not allowed to redistribute MathStudio binaries and executables, even if you are using them for your plugin. The MathStudio DLLs are not required to be put in the Plugins directory.
Are you ready to start coding?
First of all you need to download and install the MathStudio executables. Then, start the MathStudio Editor and write the code below:
output Hello World!
This code is the so famous Hello World script written in the MathStudio Language. You can execute it by simply pressing the F5 button.
Cool, isn’t it? Take a look to the quick reference to see how to code in the MathStudio Language. In the C:\GoManga\MathStudio\Samples directory, you can find several examples of code and we will provide new ones on this Devlog.
We can’t wait to see what you make with this powerful editor: feel free to send your code at firstname.lastname@example.org.
Welcome in the GoManga Interactive’s Devlog.
Follow this blog in order to get news about our games, Insane Decay of Mind: The Sound of Silence and Not Another Platform Game.
Contact us: email@example.com
Our website: www.gomanga.it
IDM Steam page: store.steampowered.com/app/450060
GoManga Interactive is an independent team born in 2014 and legally founded in 2016 as GoManga Interactive di Luigi Squillante.