Even the Ocean
Mood poster: Conveys the scale and narrative tone of the game. Poem is "The drifting scent of the woods, in the sky, the exhaust of power plants."
Even the Ocean is a tale of balancing energies, a game about interacting with the 2D environment to balance your energy bar which affects your movement.
You play as Aliph the repairwoman, working for Whiteforge City. Aliph's job takes her through a variety of environments with urban and natural mixes - mechanical power plants, the seaside, dense forests, etc.
Instead of health, interact with objects in the environment to modify your max running and jumping speed. Movement feels similar to combat through the microdecisions made in managing the energy bar .
Even the Ocean is a lengthy adventure where you play through linear areas such as energy power plants, requiring you to balance your energy in order to make it through, playing similarly to 2D sidescrolling games. Aliph's adventures also take her through more open environments filled with NPCs who Aliph must talk and interact with.
Even the Ocean is designed to be rewarding and memorable through the combination of the plot with its well-executed gameplay.
Devlog Table of Contents
Entity Communication, Editor choices 5/11/13 First shot at describing the game 5/16/13 Okay5/22/13 Sean makes his own data format 6/11/13 Game is named Even the Ocean, character = Aliph (not Alif!!) OLD Focus of Level Design:
(2013-12-12) Jon SeanLEVEL BLOCKING AND SKETCHING (2013-12-23) - http://forums.tigsource.com/index.php?topic=32220.msg977995#msg977995Explanation of a "Nature" song (2013-12-25) - Linktalking about tutorial (2013-2-11) - here Sean's music making process here
[/b]2014-7-25 level design here
| FacebookJonathan Kittaka
and Sean Hogan
(me) are developing Even the Ocean. We last worked together on Anodyne
! Our roles are similar. We are both sharing game and story design, I write the music and program, Jon will be doing writing and art. Music
I'm the only composer like with Anodyne, you can listen to music here:
soundcloud.com/seagaia (Pretty good WIPs)
seancom.nfshost.com/songaday.html (pretty good to really awful WIPs)Release Date / Platforms
Even the Ocean will release on Steam, Humble Widget, and probably GOG whenever we finish it.
We are aiming for Mac, Windows and Linux on release, and PS4/Vita at some point in the future.Tools
in-house editor, HaXe Flixel, flashdevelop, REAPER, photoshop, GIMP, graphicsgale
A gradual process through development is Jon and I's back-and-forth on discussing structure/design/story/etc of the game. Not mentioned much. Likewise is music-making.The beginning
March 12th, 2013 - Development starts in AS3, as "PRMCA". Still in school.
March 22nd, 2013 - Move to HaXeFlixel1 Month
April 12th, 2013 - Finish super-basic editor, player behavior, other architecture, and start on a level
April 25th, 2013 - Serialization + other stuff finished, start on other levels, finish more entities
May 7 - Sfx/music stuff working...etc2 Months
May 15th - Dialogue/localization working
late may/early june - i am working on iOS anodyne so that takes up some time
June 8 - Get a test sprite, resizing window, various serialization thingies related to entity and dialogue data finished. Sean goes to E3. we both graduate college. i think most of the editor work finished around here
June 10th - Named Even the Ocean!3 Months
June 17 - I get to NYC for the summer, change from HaXe2 -> Haxe3 + openfl
june 19 - finally fix fucking slope collisions for the last time
jun 27 - ios anodyne released
June 29 - Pause menu, death state fixes, various world state transitions fixed, level work, etc..4 Months
Jul 12 - Lots of misc things, get cutscene support working (scripting basically with hscript)
Jul 15 - Jon moved into new apartment, starts work - I write importer for CSVs and stuff, explain how to use everything
Jul 19 - player sprite!!
late july - editor updates, misc level stuff, etc... start to get ready for PAX Prime
early august - i'm in taiwan and also am working on localization for anodyne. I do some misc things with even the ocean5 Months
aug 12 - work resuming a bit more, but i'm still on semi-vacation (in cali)
aug 31 - pax prime show demo7 Months
oct 13 - android anodyne done forever, yay, we figured out the detailed game world and structure and full story and now are just working through that...lots of assets8 Months
nov 15 - Accepted to Steam
nov 26 - #OceanBucks(tm)9 Months
dec 23 - Kinda winter break, but working.11 Months
Feb '14 - Went to Indiecade East.12 Months
Mar 12, 2014 (year mark) - almost really finished with one area in The Ocean. By that, final assets/etc. Lots of progress made on other areas, a lot of tiling/level designing at this point, implementing dialogue, etc.
March 2014 (middle) - GDC
Late March 2014 : Released the public Motion Demo for The Ocean's mechanics.13 Months
April 2014 - constant work on areas etc, game coming together...14 Months
May 2014 - Really finalizing some areas, The Ocean feels pretty good.16.5 months
late july 2014 - Cancel even because it made sense (see http://forums.tigsource.com/index.php?topic=32220.msg1047603#msg1047603
Sometime in september early: Main story writing all finished! sean does al ot of event scripting! yay! final art style! production! yay! 19 mo
- Oct 2014
Jon and I bought Wii Us. I started to try to finish all the music 20 mo
- nov 12 2014
Finished all da music! (abt 4 hrs). still some left jon and i played lots of mario cuz sean got gamefly and jon bought mario. this had just thinking abt reducing entity complexity...making the game fit a lot nicer togethe with Town Story - Nature - Gauntlet stuff. jon got a new computer too plus a really great drawing tablet monitor. 21 mo
- Dec 12 2014
vacation time! sort of a break in parts. i've been programming things hte past week, jons been doing art for Areas.
finishing up room design, working on level arrangement. all cutscenes pretty mcuh done by now