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1028604 Posts in 41299 Topics- by 32913 Members - Latest Member: Sushi

July 31, 2014, 03:40:30 PM
TIGSource ForumsFeedbackDevLogsFor Each Our Roads of Winter | FPX
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Author Topic: For Each Our Roads of Winter | FPX  (Read 2359 times)
orihaus
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« on: April 26, 2014, 12:12:24 AM »

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It goes without saying that Myst (And especially it's sequels) were super influential on my works, so naturally I've always wanted to try my hand at a project set in a 'Real' world. I've been playing around with a concept of sorts, a thread of common narrative and a core set of themes/emotions for a few months now, while simultaneously building tech that would support this. When subscription UE4 hit, the tech went right out the window (You can play with what I've built here, if you're interested: http://sauhiro.net/) and I jumped right into building the game.

So far I'm really liking UE4, and the 'photoreal' visuals give a really interesting set of challenges that feel so different to the blank slate and black skies of abstract worlds. "What salinity would this water have to have to create these basalt columns? Would that kill the moss near the waterline or feed it?" and "Would the engineers that built this place have had the metalworking skills to pull this structure off? Maybe they did, but would that process be really expensive for them?" feel more interesting to me than "Would putting a sphere here with this cool material look better than if I put it over there?".

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The narrative and gameplay are under pretty tight wraps right now as they're not entirely nailed down; the screenshots I've posted so far have been generating a lot of interest (Including a very nice email from Epic themselves) and I don't really want Kotaku or something to pick it up and force me - in the nicest possible way! - to use whatever aspect of the game I'd announced. But this isn't Twitter, so here's what I have so far:

541 AD, thoug2.3.5.7.11.13.17.19.23.2- Roman Empire; the Plague of JusmA0s---o a ten year winter. At least, that's how it was for us, what if things had been different? Would all roads lead----------


I have a love/hate relationship with alternate reality stories. On one hand there's something primally interesting about the whole concept, but often they fail to capture the richness of the real world which they are inevitably compared to. Hopefully this is something I can avoid, and I have a couple of ideas on how I could attempt this!

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For this type of game I'm not sure puzzles are the best choice. I understand the need for something for the player to do that will shape how they see and think of the world, and to drive them around both the environment and narrative (I've done experiments to this end and found that horror works really well for this, but I can't reconcile horror with what I want to do with this game), so why not instead of puzzles: riddles?

Right now this is all in a very early stage - only an a week in actual development - so I'd love to hear how solid you all feel the underlying concepts are: fresh snow or glacial icecap?

For another taste of the narrative: https://twitter.com/SeventhArrival.
My musical soundscape that I'll be putting to work for this project: https://soundcloud.com/orihaus.
Additional Screenshots: https://www.flickr.com/photos/orihaus/.
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« Last Edit: May 27, 2014, 04:50:59 AM by orihaus » Logged

orihaus
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« Reply #1 on: May 03, 2014, 05:52:33 AM »

Some more screenshots, but bare in mind the map shown is even more a temporary asset test area right now!




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NinthPower
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« Reply #2 on: May 03, 2014, 02:33:12 PM »

Looks pretty range incredible is all I can say.
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"I destroy my enemies by making them my friends." - Abraham Lincoln

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ThePortalGuru
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« Reply #3 on: May 03, 2014, 04:38:45 PM »

Wow.  This is drop-dead gorgeous.  Definitely looking forwards to seeing it in motion.
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GlaDOSik
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« Reply #4 on: May 04, 2014, 08:40:34 AM »

Looks great. I would play that even without proper gameplay, if it will support Oculus Rift. It's on UE4, so I hope. It also reminds me MIND: Path to Thalamus. I'm looking for more.
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Whiteclaws
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« Reply #5 on: May 04, 2014, 09:10:19 AM »

Wow, those screenies are jawdroppin'
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acatalept
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« Reply #6 on: May 06, 2014, 04:01:35 AM »

Amazing work, everything is so crisp and detailed and physically *real* looking.  I took the easy way out and "smeared vaseline on the lens" to mask the rudimentary visuals in my UE4 game ;)

I saw your project here a few days ago and I was glad to see it here so I could comment: my appetite is officially whetted - can't wait to see more!

Also: "why not instead of puzzles: riddles?"  Yes please ;)
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orihaus
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« Reply #7 on: May 27, 2014, 04:50:19 AM »



Been chugging along with this, modelled a ton of architectural elements. Started using C4D for this, and it was a really good choice as the parametric tools make modelling 100x easier and more fluid (Both to make, and in visual style). In addition, I've set up a proper page with more info.

Got a couple of big announcements on their way, stay tuned.

New graphic design work by http://cargocollective.com/threeWiseMen, btw.
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Scott
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« Reply #8 on: May 27, 2014, 06:37:42 AM »

Being able to "throw away" all your work, even if it is the smartest decision, is pretty impressive! Definitely looking forward to how this game comes together.
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andreasng
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« Reply #9 on: May 27, 2014, 06:57:18 AM »

You are doing something clever with this. Is it going to be mysty? I miss me some mysty man.
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Skydsgaard
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« Reply #10 on: May 27, 2014, 07:30:56 AM »

No words  Epileptic
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JctWood
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« Reply #11 on: May 27, 2014, 02:10:14 PM »

I adored the visual style of hunting anubis and some of these images are giving me so many of those vibes. This is going to be incredible. Thank you for sharing the images.
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@jctwood  |  programmer/jammer  |  jctwood.uk
orihaus
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« Reply #12 on: May 30, 2014, 07:02:14 AM »

Thanks everyone, first teaser is up!

For Each Our Roads of Winter - Teaser 1 | Vimeo : https://vimeo.com/96905708 | Youtube: https://www.youtube.com/watch?v=MXNhDh8bNlQ
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rpgwhitelock
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« Reply #13 on: May 30, 2014, 07:21:32 AM »

Very nicely done. 

Are you using Photogrammetry?  I could add it to my list if so
 http://blog.richardwhitelock.com/post/75906279337/we-have-a-world-to-scan
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JctWood
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« Reply #14 on: May 30, 2014, 07:26:39 AM »

This teaser is breathtakingly beautiful. I am very excited to experience this.
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@jctwood  |  programmer/jammer  |  jctwood.uk
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