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/
Even the Ocean
is a video game for the computer (Steam, etc.) that is comprised of two games, thematically related and mechanically similar, present within the same game. One of the major set of themes we explore through both games is the idea of balances among various spectrums common to humans.
Watch this video for the best explanation: http://youtu.be/reFHleRhcFU
In this longform platforming adventure,
explore 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 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."Even"
Even is a woman in her 20s in a fictional present-day seaside town: meet and learn about people around her town, as well as explore Even's thoughts through this slice-of-life walk-and-interact + daydream-exploration-platforming hybrid game that also looks at mechanics developed in The Ocean, but in a shorter manner.
A PLAYER USABLE EDITOR IS PLANNED (for mod support.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!!) 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 Twitter
| 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.WIP Musics (tentative)
I would visit my soundcloud
(less frequently updated) and "songaday" project
(updated daily) for hearing stuff that might end up in the game. Here are a few. Music tends to go out of date pretty fast since I'm often working on it
influences for the music in this game that come from music: radiohead's (kid a), nifflas, mahler (symphonies) , eric wollo (whatever album red odyssey is from), probably yasutaka nakata stuff, blah balah a million other things - ocean waves, ambienct noiseeessss, life
Even the Ocean will release on Steam, Humble Widget, and probably GOG whenever we finish it.platforms
: windows. probably mac/linux if i can compile on them. WHAT ARE YOU USING
: in-house editor, HaXe Flixel, flashdevelop, REAPER, photoshop, GIMP, graphicsgale
Semi-detailed development timeline, the main bits. doesn't mention the music which happens continuously throughout.
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.
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 MONTH
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 MONTH
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 MONTH
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 MONTH
aug 12 - work resuming a bit more, but i'm still on semi-vacation (in cali)
aug31 - pax prime show demo 6 MONTH
sep 20 - hi
 7 month [/b]
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 month[b/b]
nov 15 - we got onto steam! yay!
nov 26 - oceanbux go!!!
dec 23 - still working1!! sotra on break though cuz winter but like..yeah.
Mar 12 (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.