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Hello guys, Emiliano here, Hammer&Ravens' developer, with my solo project, RazerWire:Nanowars.

What is RWNW and how was it born?

Some weeks ago, 5 years since the very early beginning on Empires in Ruins, I realized I needed a bit of novelty in my developer life. I also wanted a fresh playground where to apply all the best practices learned in 5 years of 12 hours a day of Unity. Empires in ruins was not the place where experiment that, and the complexity of code and logics (that after several refactorings is now pretty good despite having started as a learning project and being past the 250k lines of code) had started taking a toll on my brain.

I therefore took one of the ideas i had in the drawer and setup a working pattern. 30 minutes a day for lunch breaks, timed to avoid overflowing on EiR's time. Simple, immediate, colorful and fun had to be keywords.

Screenshot 155

Although being no artist, as part of the daily brain break, I also wanted to do the visuals myself. I am not that good at it, but I love drawing once and then. So i grabbed my 14 yrs old Wacom Graphire tablet and started sketching concepts.

Meanwhile coding began.

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RWNW timed working pattern


RWNW is born as a 30 minutes-a-day project, then it turned, more or less after 20 hours, into a 60 minutes-every-two-days when the game became a little more complex and 30 minutes only were too short to focus on it.

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It was born and grown as a timed project, to avoid having it overflowing onto my larger projects. The original target was 50 hours, but it proved soon too little, and the current target is now fixed at 75 hours, that sounds realistic enough.

Screenshot 237

This is a toggl-provided breakdown of the current progress. Often the definition is a bit generic and includes the art/marketing part as well, but overall it offers a decent overview of what I am doing and in how much time.
What I noticed with surprise is that this hiccup-like working pattern, of short daily burts, is most efficient, in a small game like this, thanks to the long thinking breaks it gives you between the working shifts.

Screenshot 240

Current progress : 41 hours and 25 minutes

  • Art 1:37:46
  • Mines 1:45:28
    • Shooting 5:30:46
    • Enemies manager 0:42:40
  • Enemies movement patterns :
    • Movement patterns 4:10:40
    • Enemies movement module 0:51:56
    • Bursts Pattern 0:20:24
    • Curved Pattern 0:44:35
    • Zig Zag pattern 0:35:40
    • Teleport pattern 2:27:02

Screenshot 177

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  • Generators :
    • Generator modeling, interfaces and trail stub 0:40:22
    • Setup generators classes 0:11:18
    • Generators 3:41:26
    • Generators movement 0:15:07
    • Flickering driver 1:06:26
    • Mouse trail 0:50:39
  • Various :
    • Filters and PostProcessing 0:30:05
    • Pause and time warp System 0:26:57
    • Various updates and polishing 0:51:06
    • Wave system base 0:42:36
  • Refactoring scripts 0:36:35
  • Powerups 12:29:56
  • Upgrades 0:56:10

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Razerwire: Nanowars
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Latest tweets from @rzw_nw

RT @RzW_NW: Building up some #vaporwave feeling on the #pixelart #RETROGAMING levels backgrouns. #indiedev #gamedev T.co

Jan 15 2018

Building up some #vaporwave feeling on the #pixelart #RETROGAMING levels backgrouns. #indiedev #gamedev T.co

Jan 15 2018

RT @Myth0x: Ahoi you addict gamers and experienced developers a new #IndieDev #gamedev on the way welcome our new @RzW_NW

Jan 14 2018

RT @RzW_NW: So, we have a combo system, some more sounds, some more VFXs and a score system. 48 hours in. #RETROGAMINGT.co

Jan 14 2018

So, we have a combo system, some more sounds, some more VFXs and a score system. 48 hours in. #RETROGAMINGT.co

Jan 14 2018

RT @EiR_TD: Cutscenes are coming. And they are gonna blow you away, promised. #indiedev #illustration #screenshotsaturday T.co

Jan 13 2018

RT @EiR_TD: Commander, commander, please wake up! Sneak a peek on @langa_konrad progress on the cutscenes. #screenshotsaturdayT.co

Jan 13 2018

RT @RzW_NW: Ain't it #screenshotsaturday fellas? #RETROGAMING #vaporwave #indiedev #gamedev #pixelart with RazerWire - 47 hours… T.co

Jan 13 2018

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