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NOKORI·WARE

We are NOKORI·WARE. NOKORI·WARE is all about fun. We make simple - yet beautifully complex systems that just work. No hassle here. Our tightnit team, though small, work on fun projects that we hope will not just exceed our own expectations, but yours too. Each of us come from creative backgrounds, where most of us have been coding or doing art for over seven years. We're absolutely, 110% resolute in getting our projects finished; our projects are our legacy, and we intend to do them justice. Young, yet d...

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NOKORI·WARE | nokoriware.com Reviews
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We are NOKORI·WARE. NOKORI·WARE is all about fun. We make simple - yet beautifully complex systems that just work. No hassle here. Our tightnit team, though small, work on fun projects that we hope will not just exceed our own expectations, but yours too. Each of us come from creative backgrounds, where most of us have been coding or doing art for over seven years. We're absolutely, 110% resolute in getting our projects finished; our projects are our legacy, and we intend to do them justice. Young, yet d...
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2 we shall wake
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4 design
5 insomnia
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7 current
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aidan,we shall wake,game,design,insomnia,engine,current,slide 6,slide 1,slide 2,motivated,disciplined,experienced,unfaltering,rasen @rasenbran,anonymous from 4chan,a dedicated team,experienced programmers,skilled artists,professional sound,our process
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NOKORI·WARE | nokoriware.com Reviews

https://nokoriware.com

We are NOKORI·WARE. NOKORI·WARE is all about fun. We make simple - yet beautifully complex systems that just work. No hassle here. Our tightnit team, though small, work on fun projects that we hope will not just exceed our own expectations, but yours too. Each of us come from creative backgrounds, where most of us have been coding or doing art for over seven years. We're absolutely, 110% resolute in getting our projects finished; our projects are our legacy, and we intend to do them justice. Young, yet d...

INTERNAL PAGES

nokoriware.com nokoriware.com
1

AIDA | NOKORI

http://www.nokoriware.com/p/aida.html

Indie software development team. The AIDA (Artificially Intelligent Data Assistant) project is an ongoing experiment that has been in development 2012, and development ended in 2013. She was programmed solely by Brayden McKinney, one of Nokori's programmers. Primarily being a hobbyist project, she's gone through many revisions and changes - having four "versions." AIDA has been discontinued, but we leave this page here detailing the project. A BRIEF HISTORY OF THE AIDA PROJECT. A hybrid version of AIDA 1...

2

ABOUT | NOKORI

http://www.nokoriware.com/p/about.html

Indie software development team. DIRECTOR, nngine/sound/gui/game programmer, animator, MODELER. Nngine/graphics/physics AND TOOLS programmer, tech supervisor. Graphic design - website. WE SHALL WAKE TEAM. ORIGINAL SOUNDTRACK - WEBSITE. ROBOT/MONSTER art - Website. CHARACTER/robot/monster ART - website. CONCEPT ART - WEBSITE. Anthony kim / "turismo". We shall wake robot design. And many more who have believed in us along the way. PLEASE CONTACT US AT. IF YOU'RE INTERESTED IN JOINING THE TEAM.

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weshallwake.com weshallwake.com

WE SHALL WAKE: April 2014

http://www.weshallwake.com/2014_04_01_archive.html

We Fixed The AI Slowdown. Daniel and I sat down this afternoon to try and kill that AI performance bug I mentioned in our last post - and I'm glad to report we fixed it. The game should run smoothly on a variety of hardware now. You see, we have pretty powerful AI that was taxing on the performance of the game - it was dropping our frames down by like a factor of ten on MY computer (which is unacceptable! Update 783 : 8.012ms. Physics step : 0.247ms. Update entities : 6.802ms. Update hud : 0.021ms. Howev...

weshallwake.com weshallwake.com

WE SHALL WAKE: June 2014

http://www.weshallwake.com/2014_06_01_archive.html

Hey guys, doing this a little early as I'll be a tad busy tomorrow. So, I know I didn't update last week. That's OK. We're working on a new video that's going to have a lot of progress in it. This means that we'd like to refrain from posting too many screenshots for a while so you can get the full effect of the massive amount of progress we've made in one quick burst that's going to blow you out of your chair. I will have much to show soon, please be patient! See you next week! WE SHALL WAKE BLOG.

weshallwake.com weshallwake.com

WE SHALL WAKE: August 2014

http://www.weshallwake.com/2014_08_01_archive.html

Overall Update on We Shall Wake (August 2014). Sorry for the lack of news - I hope you haven't lost interest in the project! Improvements to AI have mostly been optimization - and I've had a major increase in the allowed AI on a floor with just the updating. Using LOD logic systems, we can fit about 100 AI on one floor without LOD models being enabled before I experience slowdown on my rig - compared to the maximum of 60 in Demo 6. As for combat, it's mostly been just bugfixes and new moves.

weshallwake.com weshallwake.com

WE SHALL WAKE: August 2015

http://www.weshallwake.com/2015_08_01_archive.html

Now that DEMO 7 is out (check it out if you haven't already), we've gotten a lot of feedback on We Shall Wake's combat systems and its nuances. One of the main complaints stemmed from how group combat is approached and how that the air stomp is overpowered and over-relied upon. For example, we had always intended for people to fight in WSW in a more guerrilla pick them off one-by-one style; however, many players wanted a more direct approach. By default, the C-Field will only blow enemies back a short di...

weshallwake.com weshallwake.com

WE SHALL WAKE: Introducing Compression-Fields

http://www.weshallwake.com/2015/08/introducing-compression-fields.html

Now that DEMO 7 is out (check it out if you haven't already), we've gotten a lot of feedback on We Shall Wake's combat systems and its nuances. One of the main complaints stemmed from how group combat is approached and how that the air stomp is overpowered and over-relied upon. For example, we had always intended for people to fight in WSW in a more guerrilla pick them off one-by-one style; however, many players wanted a more direct approach. By default, the C-Field will only blow enemies back a short di...

weshallwake.com weshallwake.com

WE SHALL WAKE: Press Information

http://www.weshallwake.com/p/press.html

We Shall Wake – DEMO7 Available August 5th. Kentucky, USA, August 5th 2015 – High speed action game We Shall Wake's latest release, DEMO 7, will be available for free download to everyone on the 5th of August. High Speed, High Flying Combat. DEMO 7 is a chance for players to try out the combat system, and learn a little bit about the world of We Shall Wake. It includes a customizable wave survival mode, as well as tools to create other gametypes, with several hand-crafted ones included. Players c...

weshallwake.com weshallwake.com

WE SHALL WAKE: December 2014

http://www.weshallwake.com/2014_12_01_archive.html

Saturday Update #23: January 1st. It's been a while. But we've been hard at work. Gonna have some really cool stuff for you in the upcoming weeks. However, I want to show you this first:. We have a little thing called the Variable system I've added too - which is a lot like the skulls in Halo. But a lot of this will be elaborated on in our January 1st video. So stick around, this is gonna be good. I'm gonna keep this brief since you'll get a complete lowdown in our next video - but until then. Anyway, Fo...

weshallwake.com weshallwake.com

WE SHALL WAKE: October 2014

http://www.weshallwake.com/2014_10_01_archive.html

We Shall Wake tech - A threading system for a game engine. Sure is a lot of posts today. With all the Java performance myths out of the way, let's take a look at the threading system of WSW. So what's a thread? A single core processor at 1.00 GHz with 1.0x total performance. A dual core processor at 0.80 GHz with 1.6x total performance. A quad core processor at 0.63 GHz, with 2,52x total performance. An octa core processor at 0.5 GHz with 4x total performance. 1 main thread, which is the only thread allo...

weshallwake.com weshallwake.com

WE SHALL WAKE: March 2014

http://www.weshallwake.com/2014_03_01_archive.html

Saturday Update #9: Keepin' On Keepin' On. This week we did some really cool stuff. First of all, the particle engine was finished - so I got to implement some cool effects to the game like sparks, flames, and dust explosions. Really neat. Other than that, I did some tweaking and polishing. Along with recruiting a new modeler. No big deal. Ha ha - just kidding, that's a huge. We have a new modeler! Have a nice week! Early Saturday Update #8. Anyhow, here's what I did today:. This may not seem like much, ...

weshallwake.com weshallwake.com

WE SHALL WAKE: May 2014

http://www.weshallwake.com/2014_05_01_archive.html

Forrest is currently rigging MORS, and I've been vastly expanding and modifying the combat engine. The rigging is going well, we ran into a minor problem with the skeleton being too small, but that's an easy fix. So we should be good to go soon. It's pretty dang neat. We also picked up an artist who's going to be hooking us up with some crazy environmental art:. Anyway, that's all for now. More to come! Saturday updates are now full throttle again. Truly yours, Circadian. Isn't just me, we're actually a ...

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NOKORI·WARE

We are NOKORI·WARE. NOKORI·WARE is all about fun. We make simple - yet beautifully complex systems that just work. No hassle here. Our tightnit team, though small, work on fun projects that we hope will not just exceed our own expectations, but yours too. Each of us come from creative backgrounds, where most of us have been coding or doing art for over seven years. We're absolutely, 110% resolute in getting our projects finished; our projects are our legacy, and we intend to do them justice. Young, yet d...

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