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1035177 Posts in 41761 Topics- by 33351 Members - Latest Member: Abazkaa

August 22, 2014, 09:32:15 PM
TIGSource ForumsFeedbackDevLogsEven the Ocean (demo available. follow-up to Anodyne)
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Author Topic: Even the Ocean (demo available. follow-up to Anodyne)  (Read 92875 times)
Sean Hogan (seagaia)
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« on: March 15, 2013, 08:36:26 PM »

Even the Ocean










Watch this video for the best explanation:
https://www.youtube.com/watch?v=DmpCZLypREU

Even the Ocean is about Aliph the repairwoman and her travels through her world, working for The City, seeing and meeting residents of small riverside prairie towns, tropical seasides, as well as more urban landscapes.

In this longform platforming adventure, move through and learn the nature, boundaries and future of an fantasy world with diverse landscapes. Balance your energy bar to modify your horizontal and vertical movement speed as you travel through the world of The Ocean, carving your own style of traveling through The Ocean's many areas.

A motivation for Even the Ocean's creation is looking at platforming as a way of combat with a 2D space, but in a non-violent manner: by changing the energy bar balance and focusing on this with level design, each player develops their own ways of taking on each room.


Get the demo at http://www.eventheocean.com/ .
Available only through Humble (humblebundle.com/weekly) till 4/3, then, itch.io :  http://seanhogan.itch.io/even-the-ocean-motion-demo-1/






Devlog Table of Contents


Entity Communication, Editor choices 5/11/13
First shot at describing the game 5/16/13 Okay
5/22/13 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 Sean
LEVEL BLOCKING AND SKETCHING (2013-12-23) - http://forums.tigsource.com/index.php?topic=32220.msg977995#msg977995
Explanation of a "Nature" song (2013-12-25) - Link
talking about tutorial (2013-2-11) - here
Sean's music making process here [/b]

2014-7-25 level design here [/b]

Twitter | Facebook

Jonathan 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

------

Development Timeline

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 HaXeFlixel

1 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...etc

2 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 ocean

5 Months
aug 12 - work resuming a bit more, but i'm still on semi-vacation (in cali)
aug 31 - pax prime show demo

7 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 assets

8 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.

? months
late july 2014 - Cancel even because it made sense (see http://forums.tigsource.com/index.php?topic=32220.msg1047603#msg1047603)
A great picture

« Last Edit: August 01, 2014, 05:14:25 PM by seagaia » Logged

Sean Hogan (seagaia)
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« Reply #1 on: March 15, 2013, 08:38:56 PM »

One thing we learned through Anodyne is that the more level design we can do in-game, the faster the workflow. a lot of issues with Anodyne's workflow is we had to edit in DAME, export, recompile to change small things. NO MORE.

Here is the glorious video of the "in-game editor" after an hour or two of work.

http://www.youtube.com/watch?v=H5Pfvl7uyYw

THIS IS NOT REPRESENTATIVE OF THE GAMEPLAY.

The only FOR SURE thing is that the game has a 2D platforming perspective, but it is not necessarily true that the focus is on platforming/etc

I did more work today so you can delete entities and move them. But of course there's more work to be done with importing/exporting, how it links into the game in the end...
« Last Edit: March 15, 2013, 10:32:41 PM by seagaia » Logged

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« Reply #2 on: March 16, 2013, 05:50:41 AM »

Awesome! I'm very much looking forward to this after Anodyne.

It'll be great and insightful to look back on these early posts after the game is finished.
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« Reply #3 on: March 16, 2013, 07:15:19 AM »

That atmosphere makes it look like an Anodyne clone.

Too early for me to actually comment on much, excited to see you guys work together again though.
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kurtss
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« Reply #4 on: March 16, 2013, 07:52:52 AM »

Oh, that DIDN'T represent the gameplay? But it looked so fun!
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Graham-
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« Reply #5 on: March 16, 2013, 08:56:10 AM »

Looks way better than Anodyne.
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Sean Hogan (seagaia)
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« Reply #6 on: March 16, 2013, 05:28:18 PM »

We hope it will be better than Anodyne! More coherent, more original design, better game design...etc.

I'll probably use placeholder stuff from anodyne hahaha

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« Reply #7 on: March 16, 2013, 08:39:31 PM »

You had me at in game editor  Kiss. Gonna make development/prototyping/tweeking so much easier. Can't wait to see what you guys make next. Beer!
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Alec S.
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« Reply #8 on: March 16, 2013, 09:04:38 PM »

You had me at "game".
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« Reply #9 on: March 17, 2013, 06:16:01 AM »

zelda II like?
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« Reply #10 on: March 17, 2013, 06:36:49 AM »

zelda II like?

I'll bet it's a CD-i zelda-like.

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Sean Hogan (seagaia)
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« Reply #11 on: March 17, 2013, 08:34:24 AM »

You had me at in game editor  Kiss. Gonna make development/prototyping/tweeking so much easier. Can't wait to see what you guys make next. Beer!

Yeah. Don't understand why I was tweaking stuff with recompilations with Anodyne, that was awful with bosses...


You had me at "game".


WE'RE GONNA MAKE A MATCH 3 NOW HAHAHAHA

zelda II like?

There's probably going to be a little influence but hopefully not as much as Anodyne had from Link's Awakening. We're definitely trying to step away and put in more original design rather than borrowing stuff that is proven to work.


zelda II like?

I'll bet it's a CD-i zelda-like.


This. I'm going to work on my voice acting.


--------

Since I've been doing mostly post-release stuff (and have a few finals early this week), haven't worked on this much. Maybe I'll just fail my finals and work more on the editor. Did some design brainstorming...so hope to implement some stuff soon.
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« Reply #12 on: March 17, 2013, 08:41:14 AM »

Anodyne had from Link's Awakening.

HOLD ON. It's my favourite Zelda. Well that just sold Anodyne for me.

It's great to see you're jumping right into another game, and an in game editor is really neat, it'll definitely speed things up.
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« Reply #13 on: March 17, 2013, 08:45:50 AM »

You're already working on another game? Wow, that's dedication Smiley Good luck Sean, I'll follow your updates.
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Sean Hogan (seagaia)
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« Reply #14 on: March 17, 2013, 10:22:10 PM »

yeah, i was getting antsy a few weeks after anodyne's release...still stuff to do with anodyne.

i mostly did steam anodyne stuff (mostly failure today), but I did get the chance to note down 16 bars of a melody for a song that might fit into this game. as music goes, it will probably sound like crap in the morning...
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