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Bungarra Software Pty Ltd
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Small, friendly indi game developer focusing on sports games. We are hardcore surfers. We love surfing.
Small, friendly indi game developer focusing on sports games. We are hardcore surfers. We love surfing.

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Hey there,
You can download the latest patch now. Ledge Rock Round 1 is a little easier and the camera now allows you to use either the original behind the surfer 3rd person camera, or, the more recent slightly-offset-camera for a more front-on view. So now there's a near, mid, far and 1st person tube cameras for both. We're also making steady progress on the major graphics overhaul to our engine and we will share some new images in the coming months.
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Hey there,
We're updating the build with a patch in the coming days with a couple of improvements based on feedback, pending Sony QA approval. The first relates to making Ledge Rock Round 1 easier for new players - it's still challenging but perhaps a little less brutal than it has been. The second improvement points to the camera. We've got an option in the pause menu now that allows you to use either the original behind the surfer traditional 3rd person camera, as well as the recent slightly offset camera for a more front on view. So now there's near, mid, far and 1st person tube cameras for both. From here on in we're continuing on graphics upgrades to our engine, with a focus on waves and water, UI and menus. We're also keeping one eye on the remaining two pieces of DLC - stay tuned!
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We're slowly working away on the next phase of the development. Next stop is the graphics upgrade, adding more locations and figuring out which platform is next. We'll keep you posted!

For more, check out www.thesurfer.bungarra.com or buy
The Surfer core @ https://store.playstation.com/en-au/product/EP1379-NPEB02271_00-GTHESURFER000001

The Monsters DLC is available @ https://store.playstation.com/en-au/product/EP1379-NPEB02271_00-THESURFERMONSTER
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Hey there, the big wave Monsters DLC pack for The Surfer on Playstation®3, will be released on September 11th in Europe and September 12th in the North America! Available on the Playstation Network ($10.99/€11.45)
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9/10/18
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Hey there,
We’re uploading a new patch shortly. Here’s what’s in it:

• We’ve adjusted the length of the wave in Ledge Rock round one and the repechage. The previous waves in those levels were too short and consequently a bit too hard for new players. This was really noticeable in our recent testing feedback from new users, so we’ve tried to improve the experience in that first level a bit there. We think (we hope!) we’ve got the balance right on this one.
• We’ve adjusted default camera position to the near camera, and tweaked the camera a bit to each side of the player surfer when they surf along the wave. Means you can better see your wave moves now and line up the lip in order to whack it properly. Importantly, nothing changed with the airs, floaters or tubes – it’s probably the best camera we’ve had and the extra time it’s taken during this period is probably worth it (we hope). Thanks to an earlier suggestion from Matt Mabarrack for this one.
• Now that we’ve altered the camera position and improved the view down the line, we’ve dropped the arrow from the surf states and just kept it in place for the paddle states. Not sure why we didn’t do that before, but anyway it’s done now.
• We’ve added the alpha back to the particles as people quite rightly complained about not being able to see ahead of the action, which is fair enough. So we’ve changed it back to the way it originally was
• We’ve added a controller screen to the tutorial flow and removed the wave type section at the beginning of the tutorial to allow people to start the lessons earlier and easier
• Adjusted the planes on the load screens, to ensure they are landing in the level load screens.
• Added in code to level out the jetski’s pitch when in the air – especially in the new Monsters level as the landings from these massive waves are ridiculous.
• Lowering the volume of the audio when wiping out.
• Reduced the animation speed of the frontside layback carve + slide and the backside pivot + slide
• Fixed problem with music streams occasionally causing crashes when closing.
• Fixed some problems with continuing on with a save.
• Increased the cash amount the surfers start with. This is to pave the way for the Monsters DLC, as you’ll be able to purchase a bit more now. The next thing we plan to add is a customisation surfboard tool so you can shape your own boards.
• Adjusted the jetski direction display when trying to grab the tow rope to make it smaller.

The Monsters DLC has taken us a lot longer than we expected, but we’re certainly closer now. The Surfer DLC features a brand new location - a big wave location called Monsters, set in Maui Hawaii. It features four different levels, each with massive waves that break from 25 feet up to 40 feet. Surfers are challenged to paddle in to these huge waves using their big wave guns or they can be towed in by their jetski partners. The Monsters location supports both Single player and local multiplayer split screen modes. The DLC also features four brand new jetskis, each with riders from different nationalities including Brazil, the US, France and Australia. Each of these new jetskis are have different power and handling performance ratings. There are also four new tow in surfboards, specifically tweaked to enable high performance surfing in massive waves. The DLC features improved character performance stats, including air rotation, paddle stamina / strength, wipeout stamina and duckdive strength. The final three stats are vitally important to a surfers performance, especially in the bigger surf. We’re planning to submit to Sony again on the 9th, so we’ll be back with more news, some screens and a new trailer soon, so stay locked!
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8/2/18
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Scary monsters, super creeps
Keep me running, running scared...D.Bowie.

Early Monsters. Slowly taking shape
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Hey there,
The most recent patch has just come out of Sony FQA now. Some of the extra features we’ve got planned – such as improved character stat functionality will be coming out in the DLC.

Patch V1.02
1. Updated direction of waves in Ledge Rock and associated level information. The wave is a right hander now to better help new players. This is a major re-engineer based upon player feedback. The wave sizes are also varied
2. Free Surf: We’ve restructured the level loading sequence to allow players to load other unlocked levels directly from the level they are in, as opposed to moving back to the main menu
3. Free Surf: We’ve restructured the music track list to ensure that the tracks rotate from level to level in this mode
4. Fixed Free Surf scoring bug
5. French shop text fix
6. L’Ossauire Stats alteration for Free Surf/ Single Session/ 1P Championship
7. Added new animated foam texture to the waves
8. Added new animated ripple effect to the waves
9. We added the ability for the foam to animate in a specific direction across the wave. We added this to the Fernando’s level and the Ledge waves
10. Updated UI imagery for PUMP and Super Combo
11. Added a number counter to all load screens

• For the next immediate phase we’re essentially juggling a few different things at once – porting our code to the latest Phyre, completing this DLC along with extra features, building the next levels and even more features for the DLC and if we’re really lucky, ordering new kits for a new platform.

• DLC: If we can get through this next FQA period on the patch, then we’re getting on with the Monsters DLC. The four levels at each location have varying sized waves – Round One has a 27-29ft wave, Semi is Jet-ski tow-in level at 40ft, Repechage is also a Jet-ski tow-in level at 35ft and the final is a paddle in event at 19ft. The wave sizes are largely sorted now, although we’re currently got a few new annoying collision problems that have just occurred this week. So we’re working through that. We’ve also begun work on the skyboxes – the first one – Round One is quite nice looking but the three remaining skyboxes need to be higher res as the test / placeholder skyboxes are speckled and low res looking. The land model is basically sorted and so after the skyboxes are done, we then move on to working on the updating the lighting and water effects for each level. We’ve got the character paddle stamina stats code done, the air rotation spin code done, but we’re looking into adding another value now because we’ve realised we might need a duck-dive depth value. What happens with really big waves in Monsters, is that because the wave profile is so thick and large, there is a real difficulty for the user to actually duck-dive under a wave (and make it) at all. So as an addition of an extra depth skill should alleviate this issue. The next feature we’ve added is another four jet-skis and riders, for more powerful jet-skis to tow into theses bigger waves. All of that is functional now but they just need some polish. The final part is then getting the cut-scenes together for each level. This involves getting hold of more opening scene footage, dropping in the character actor voices and editing it all together. For the cut-scenes, also we need to model and texture the scene itself and add a camera pan along the path, capture and edit the lot.

• The next two levels (after the Monsters) is an indoor stadium event set in Japan, followed by the final level which is set in Morocco. The name of the Japanese location is the Nami Surf Park –“Nami” is the Japanese word for wave. Nami Surf Park is a surf stadium and is based on the recently closed Dome wave pool in Miyazaki, Japan. We’ve actually been planning to build this level for years, so it’s a cool to see how far the wave pool technology has come since our first early concepts for a level like this back in the naughties. The other odd coincidence (for us) is that surfing is now an Olympic sport and that the initial event is going to be held in Japan, so it will be interesting to see how it all pans out. We’ve got the shell of the level built now. There are waves in it and a basic grandstand model surrounding the waves. In the next few weeks we’ll start to look at refining the model and then adding the first textures, lighting and skyboxes to the scene. It’s a little way off but we’ve mapped out a proof of concept a while back with an intern, Paige Davis who did a really good job working from concept drawings. Thanks Paige – this level will live now, so special thanks to you. The final level is actually a bit further along than the Nami level. This location is called Supertubes and is a classic Moroccan styled point break. With this one, we’ve got a bit of the modelling and texturing working currently. This was put together by an intern, Nick Borowitzka, who did an excellent job. So while the landscape is approximately 40% complete, the wave is a way off. One of the experiments we put into place with the Ledge level re-work was to figure out how we can get a wave to run in a more diagonal angle running along the point. We’ve managed to do that now, but, we’ve got to re-shape and re-configure it to run along the rocks in this new level.

The Bungarra Team
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