Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 08:39:24 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 3 4 [5] 6 7
81  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 23, 2014, 05:23:05 PM
Thank you ! @Calined . Not familiar with the movie though the environments are certainly inspired by the scale and form distortions found in surrealist work. There is in fact a rather overt reference to René Magritte's paintings in our previous build.

82  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 23, 2014, 03:11:54 AM

A small addition to the last update. Images from the first foliage test.










83  Community / DevLogs / Re: Otherworld on: March 22, 2014, 10:44:06 AM

The art for the mockups looks absolutely incredible ! Very interested in seeing where this goes. especially like the image with the strange language glyphs followed by what appears to be an expression in a speech bubble !
84  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 22, 2014, 08:57:46 AM

Thank you ! @ephoete. Our update cycle is certainly a little tardy, but we will be posting some interesting
stuff over the next few weeks !


Wow ! Thank you. @TobiasW  We really really appreciate the wonderful play-through video.
It is amusing and rather instructive watching someone play through one's game. There were parts I believe
where the numerical distance counter caused some confusion, and it was interesting to
see you walk through the levels trying to figure the pathways.

I am really glad you enjoyed the game and the narrative intrigue of the game writing itself !

We did go back and forth over dialogue choices and branching dialogue.
But eventually we decided to keep each conversation linear. We are making several additions to the
conversation system, where the distinction between an overheard conversation and a dialogue become
fundamental to solving the game. We will also make conversations dependent on several parameters, which would tweak
the inherent dialogue and make it somewhat adaptive, and take into account the player's association with
other characters.

Voice-over is rather expensive !  And while the theatrical dialogue would definitely benefit from a voice-over,
we are going to stick to text for the time being. Though we are working on music and sound, which we will add to
the next build. You can listen to a wonderful track by the music composer we are working with :

http://oleomingus.tumblr.com/post/80159156875/strangers-walk-upon-my-road-they-do-not-tell-me




# update two point four



Giant.tooth.brush.trees. Early screens from the second environment for our next build.



















85  Community / DevLogs / Re: Screenshot Saturday on: March 22, 2014, 08:17:23 AM









giant.tooth.brush.trees

Quick work in progress screens of the second environment from our next build. The colors and the toothbrush-tree mesh still needs a lot of work, followed by a proper lightmap !


86  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 20, 2014, 11:50:28 AM
# update two point three

A bunch of quick screens, articulating some strange additions to the environment.
Still very much a work in progress of course.















Feedback of any kind is much appreciated !
87  Community / DevLogs / Re: Mori on: March 19, 2014, 01:23:27 AM


The environment looks great and peculiar !
88  Community / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING on: March 18, 2014, 10:28:55 PM

Just played the browser version of your wonderful game.

The controls seem fluid and well crafted, and it is fascinating to see the variety of enemies you can create, within a game with such simple game play.

I did find the text gui during the game, a little jarring. Given that the text notifications like collision or combination moves are not numerous, you might consider turning them into simple symbols/glyphs ? That might help keep your minimal pallet clean.
89  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 18, 2014, 10:04:15 PM
@ARRD-ART  Thank you !

We are well on our way towards building the second pre-alpha. Where we explore a more complex version of
conversation systems, and the stealth is made more intricate. It will also be a longer build, both in terms of scale of explorable environment and dialogue.






90  Community / DevLogs / Re: Project Libity - Hacking a Custom Controller for Collaborative Co-op on: March 18, 2014, 10:02:08 PM
Quote
For one, the idea of creating hardware that fundamentally changes the way a game designer intended a game to be. .

. . Now anybody with $30 and some rudimentary programming knowledge can change the way we interact with games. What interesting things could come out of that?

Couldn't agree more. The idea of reconfiguring the interaction toolset to suite the game or the player, or even create the game playing devices as part of the development process is a wonderful idea.

Looking forward to see how your project progresses.
91  Community / DevLogs / Re: Somewhere - an exploration & stealth game. on: March 18, 2014, 09:48:18 PM

Thank you @TobiasW ,Yes that quote is one of the more interesting portions of dialogue from our first build. We are glad you like the game !

I am really looking forward to your feedback, once you have had a chance to play the build.
92  Community / DevLogs / Re: The Curious Expedition on: March 18, 2014, 05:02:04 AM
Wow ! What an incredible game, both in it's execution and the conception.
Going through your Devblog is certainly a delight.
93  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 18, 2014, 04:30:33 AM

# update two point two



Some in process screenshots demonstrating the construction of a portion of the environment.
Both from within Unity and Sketchup.





















94  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build. on: March 09, 2014, 01:07:49 PM


# update two point one







Work in progress. Exploring geometric details with a quick lightmap, and some hastily crafted textures.









95  Community / DevLogs / Re: Somewhere - an exploration & stealth game. | playable build released ! on: March 07, 2014, 06:30:06 PM
# update two





Some very early screens from, color and space experiments, for the new environment.
(for now these are only skeletal volume blocks, without detail )


With this second build, we are prototyping a hypothesis of storytelling, that relies on the distinction between
narration and enactment of a story. Our game worlds are theatrical sets, and we are experimenting with
turning the actors into audiences.




Traditionally stealth games, exist within hostile game worlds, The omniscience of dread, especially in games
meticulously crafted, is very real. In these worlds breaking stealth, often results in violent repercussions.

Game worlds are therefore designed to both reflect this hostility and allow the player to function within it using
a combination of entropic and redundant spaces or in more physical terms, hiding and open spaces.

Distinction of this sort defines clearly, the manner of interaction a player might expect within a particular space.
This predictability makes the hostility of the rest of the game world solvable. For example :
out in the open space the unpredictability of detection is countered by the safety of your vantage point which
allows you to study guard movement patterns.

Creating an environment with a deliberate distinction of spaces, places structural restriction on storytelling.
Spaces here, cannot be inhabited, but have to be navigated. A hiding space is bereft of other characters,
and therefore cannot be used to further stories, while the open space is now hostile !





The architecture isolates the player from people who populate the game world. And the more comfortable a
player becomes in navigating this system of spaces, the more they alienate themselves from ‘people’ who create
and populate the rest of the game world.

For example : the supernatural abilities in Dishonored, or your propensity to crawl through vents in DeusEx
or even simply the ability to crouch in every stealth game, which sets the player apart from other characters.

This distinction of the player character is beneficial to most videogame storytelling. Because most videogame
stories are a ‘hero’s journey’ - the story of a singular person, or at least a tightly knit group of people.








We understand, the advantage of identifying with a singular character. Continuously allowing the player to
distinguish themselves from other people and funneling player agency through the interface of a
sympathetic person with the game, works wonderfully when used in tandem with clearly defined architectural space.

But if you open up the game world, and attempt the narration of a different form of story, then the construction
fails. It is not a construction conducive to telling stories about multiple people, without isolating someone.
It is also a construct that fails without there being narrative repercussions to breaking your role as the character.

So why would we try and narrate a nuanced communal story within a stealth game ?

Our game world is not hostile. In a story tightly knit, a violent repercussion of the slightest form would
reverberate throughout the game, affecting all it’s characters. And in a game where the player can become
every character in the game world, it is a repercussion that we simply cannot sustain !

So again, why would we try and narrate such a story in a stealth game ?

Because for us, Stealth is a way to drag the player into our game world.
Not the player as a particular character, but the player in person. You.

The player can become anybody in the game world. And as that character the player can interact with people,
and navigate the game world with rectitude.

But with any person that you inhabit, you can ‘Sneak’. You can crouch and enter stealth mode, where you can proceed to
enter peoples personal spaces, overhear conversations, lock doors and peek into windows.

Stealth allows you to perform a small set of peculiar activities which ( as the player ) allow an insidious intrusion
into portions of the game world and people’s lives. Access that your character would otherwise not have.

And then upon being detected it is not the player who is endangered through violence, it is the character that
the player inhabits who is endangered through social exclusion.  Because when the other people see you
sneaking and skulking, they recognise you as the character you inhabit - a fellow actor, and they find your
behavior odd. Never realizing that you are also the audience, and that you can just as easily
become another actor and continue the charade.





Our game world is not hostile and our spaces are not traversal binaries. We are trying to create a small but
detailed set of inbetween spaces, courtyards, and passages or alcoves that can be opened into walkways or
closed into rooms.

Spaces where a person might hide and interact at the same time. Where the character that the player embodies
does not distinguish oneself from others, and where sometimes, and in secret, you can enter the world and
unravel the story.

96  Developer / Playtesting / Re: Somewhere - an exploration & stealth game. pre-alpha build. on: January 23, 2014, 10:07:07 AM

@frik  Thank you for playing the build ! and we really really appreciate the feedback.

The tutorial level was build in somewhat of a hurry ( at the very end ) so I completely forgot Jump !
Thankfully not particularly important in this build.

Being able to drop the clock beyond the wall is problematic, we will work that out for the next build !

The character animation is placeholder, we have an animator who occasionally helps out who will
clean and refine animations for the next build.  You are right, the number display is a distance counter.
The ai, as you mention is simplistic, we will certainly be adding complexity to that.

The tree images are not concept art, but in game screens from a an incomplete level !






also, the abstract golf game looks great ! Thank you for the link, "uncommon assembly" seems to be a wonderful blog.
97  Developer / Playtesting / Somewhere - an exploration & stealth game. pre-alpha build. on: January 22, 2014, 02:00:24 PM



Somewhere is a first person exploration and stealth game.

We have been working on this game for a while and have now released a pre-alpha build called fictions.
Fictions is auxiliary to the main game, but is in-itself a complete story.

It is also a build, created to test our first draft of the game mechanics.
So we have deliberately curtailed the storytelling and interaction to a linear form (for now).


If everything works as it ought to, we will, over subsequent builds, make several additions to stealth,
and create a Gameworld where you can go bonkers with the character flip !

















Given that this is our very first build, I am rather unsure about the puzzles inside the game.
whether they are comprehensible or obtuse ? are they solvable ? Do you get stuck somewhere ?

Having worked on the game for a while I cannot objectively decide, if the game's narrative demonstrates
a distortion of storytelling structures as it is meant to ?
And while it certainly requires a player to carefully engage with our dialogues. Were we successfully able
to set up the story through the dialogue ?

aside from these, I would welcome a general criticism of the build.

Does the character flip work okay ?
Is the ai broken in any way, and despite it being an early draft can the ai be particularly improved ? 

And while there isn't much in the way of level design, in so small a build is there room for refinement ?
Did we miss out on tricks to guide the player across the build, or made the route much too obvious ?

and finally, what aspects ought we to consider as we further develop this game.


98  Community / DevLogs / Re: Rekker (WIP TITLE) on: January 22, 2014, 04:55:48 AM
I like the animations  ! and the game certainly looks interesting. Looking forward to more  updates.  I know the images are early mockups, but the environment could perhaps do with a little bit of tweaking ?

Have you worked out a story for the game ? or an elaboration of the Game world ?
99  Community / DevLogs / Re: Somewhere - an exploration & stealth game. on: January 21, 2014, 09:35:13 AM

# Releasing playable build for Somewhere !






fictions, is the first build from Somewhere.
It is auxiliary to the main game, and is in-itself a complete story.


It is also a build, created to test our first draft of the game mechanics.
So we have deliberately curtailed the storytelling and interaction to a linear form (for now).



If everything works as it ought to, we will, over subsequent builds, make several additions to stealth,
and create a Gameworld where you can go bonkers with the character flip !



This build contains numerous allusions to the story, “The Approach to Al-Mu’Tasim” by Luis Borges.
this story can be found in a collection called  Fictions.

Borge’s story is an examination of a fictional book called ” Approach to Al-Mu’Tasim “,
This fictional book was written in Bombay by an imaginary author called Mir Bahadur Ali,
and features an unnamed protagonist who travels through India
in search of a mythical man called Al-Mu’Tasim.

I do recommend that you read it for yourself !



The game uses a standard fps control set : W A S D movement and Space to jump.
There are also additional controls, which are explained as part of a brief tutorial
at the very beaning of the game. - Do go through the tutorial ! -

Included in the build folder is a text document, with a script for the game's dialogues.
If you need help following the narrative, or would like to revisit the same - the script should help.

Also our work on this game has turned us into avid entomologists.
so if you find any bugs lurking in our build somewhere, do let us know !




If you like the game, do help us spread the word !
we would like as many people as possible playing, discussing and critiquing our work.

trailer




100  Community / DevLogs / Re: Somewhere - an exploration & stealth game. on: January 21, 2014, 09:20:17 AM
I'm in love with the aesthetic myself.  Looking forward to where you take this, and the significance of those giant old timey phones.

Thank you, really glad that you like the art. and those phones do hold some rather bizarre significance  !
Pages: 1 ... 3 4 [5] 6 7
Theme orange-lt created by panic