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TIGSource ForumsCommunityDevLogssooth - minimal point'n'touch
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Author Topic: sooth - minimal point'n'touch  (Read 10606 times)
Sved
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« on: November 12, 2013, 03:52:42 am »

Well, I might as well start to put things together in one place.




Game
In sooth is a single player 2D point’n’touch adventure game with a minimalist interface and a poetic touch.

Players will explore a bare desolated land and wander in search of odd contraptions to be reactivated, discovering their ancient purpose.

I want to do a short game, 1 to 2 hours long, that would tell a small story. Events will be guessed more than told and the game will have a slow rhythm with a contemplative mood. The story is optional and bits of lore will be scattered in secret places as rewards for tedious explorers. The whole story may not be revealed entirely anyway, leaving players to fill the gaps with their own theories.

Interface is reduced to minimum: no dialogues, no inventory, no HUD.

In terms of gameplay, I'm looking at references such as Sword & Sworcery, Finding Teddy, Loom, Samorost, Machinarium ...


Platform
I will work the sizes and interface to be playable for PC & tablets (maybe smartphones as well), but have no idea how it will work out yet.


Team!

Wounds, best known for his amazing work on Kairo, will be creating the soundtrack and lead the sound direction of the game! He is a very dedicated person with great insights in storytelling and contributed a lot to shape my random bits of story into something meaningful.
His albums can be found and bought here: http://wounds.bandcamp.com/
And the first track of the game (WIP): https://soundcloud.com/wounds-sound-design/in-sooth-looking-at-the-waves

Adamprack is a well-rounded C2 coder/composer/designer who will design an interactive audio system to get organic tracks that change with the environment. He will also create the sound effects and give a greatly needed hand on the development of the game engine in Construct 2!
His works can be found here: http://www.adamcreations.com/
And you can try some interactive music loops yourself:
http://www.adamcreations.com/sewer/
http://www.adamcreations.com/minecart3
and this one in environment:
http://www.adamcreations.com/layered-music/


Progress
The art direction is set, the main storyline is drafted and most locations are decided. I am working on creating and animating assets in a fast and easy way. I'm also drafting the detailed storyline + puzzles/workflow and getting things to move at your command in C2.


Concept art











And an early .gif:



Let me know what you think below!
« Last Edit: November 26, 2014, 06:51:12 pm by Sved » Logged

... but that is mostly psychological. Check my devlog!
DanDecarlo
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« Reply #1 on: November 12, 2013, 04:18:16 am »

It's always amazing how much atmosphere one can create with a minimalistic art style.
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Sved
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« Reply #2 on: November 12, 2013, 07:21:59 pm »

It's always amazing how much atmosphere one can create with a minimalistic art style.

Thanks a lot, atmosphere will be one of the main point of the game, very glad you like the drafts!

I managed to get the pathfinding to work in Construct 2 (well, I managed to modify the existing template to do what I want), and should be able to focus on the walk cycle soon.


« Last Edit: December 12, 2013, 10:38:34 pm by Sved » Logged

... but that is mostly psychological. Check my devlog!
ephoete
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« Reply #3 on: November 13, 2013, 12:19:17 pm »

Definitely a beginning of a poetic concept here. Too bad the plot's a bit short still in your presentation, would be good to know more about this little character.
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« Reply #4 on: November 14, 2013, 01:41:07 am »

Definitely a beginning of a poetic concept here. Too bad the plot's a bit short still in your presentation, would be good to know more about this little character.

Thanks for the feedback! I kept the synopsys short to leave myself some narrative space... as things are not set in stone at the moment, I feel telling more would be too constrainning. But you have a point, I'll develop this later on to make it more attractive ^^

And I can't get things to animate properly, so I did some background concepts instead.

« Last Edit: December 12, 2013, 10:38:48 pm by Sved » Logged

... but that is mostly psychological. Check my devlog!
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« Reply #5 on: November 14, 2013, 08:45:15 am »

Those angles.  <3
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« Reply #6 on: November 18, 2013, 08:08:18 am »

Super sweet. Found this out on the doodles thread! Subscribed! Coffee
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« Reply #7 on: November 18, 2013, 09:20:03 am »

It's looking really interesting.  I can't wait to see it animated.

Isn't doing everything yourself going to take forever?  How come you don't team up with a fellow programmer?
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« Reply #8 on: November 18, 2013, 09:47:09 pm »

Wow, thanks for the kind words everyone!

Quote
Isn't doing everything yourself going to take forever?  How come you don't team up with a fellow programmer?

Forever and a half, according to recent estimations. I can't launch a collab because my free time is very irregular: I could be tied up for 2 weeks (like now) then have 3 full days to work on this, followed by a busy month and so on... It's not a very convenient ground for teamwork.

But for once I think I might be able to pull it off myself.

« Last Edit: December 12, 2013, 10:39:06 pm by Sved » Logged

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« Reply #9 on: November 20, 2013, 02:10:08 am »

I should really start to work on animations by now.

« Last Edit: December 12, 2013, 10:39:27 pm by Sved » Logged

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Mauricio Gomes
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« Reply #10 on: November 20, 2013, 07:14:39 am »

I like your art style Smiley

It is not cute, or realistic, or pretty, but it is very interesting and well made.
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Christian Knudsen
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« Reply #11 on: November 20, 2013, 07:34:25 am »

Looks great, though the look of the main character makes me think of this guy:

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Sved
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« Reply #12 on: November 20, 2013, 05:30:54 pm »

@Mauricio: Thanks!

@Christian: they could be distant relatives ^^


« Last Edit: December 12, 2013, 10:39:46 pm by Sved » Logged

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« Reply #13 on: November 21, 2013, 01:21:38 am »



You may be wondering how will I be able to animate this water... well, so do I.
« Last Edit: December 12, 2013, 10:40:02 pm by Sved » Logged

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« Reply #14 on: November 21, 2013, 04:37:17 am »



You may be wondering how will I be able to animate this water... well, so do I.

If you have patience is not that hard.

I imagine that you can draw some more "bands" (you water is already with lots of them), and then you go turning on and off the bands in sequence.

It will not look like fluid animation... but it will fit your art style and look beachy and wavy Smiley
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« Reply #15 on: November 21, 2013, 05:52:16 pm »

I think I see what you mean, slowly fading or moving the stripes, with a last layer being the sand:

« Last Edit: December 12, 2013, 10:37:18 pm by Sved » Logged

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« Reply #16 on: November 21, 2013, 06:01:05 pm »

Decided to wait for Spriter B6 before animating stuff... or was that a convenient excuse to do more background concepts?



Regarding this one, I was looking into creating paws sprites that would fade off after a while. If it works, I'll also bring them in other backgrounds.
« Last Edit: December 12, 2013, 10:37:29 pm by Sved » Logged

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« Reply #17 on: November 21, 2013, 06:14:00 pm »

I think I see what you mean, slowly fading or moving the stripes, with a last layer being the sand:



Yep!
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« Reply #18 on: November 21, 2013, 10:46:32 pm »

Puzzles? Maybe.

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« Reply #19 on: November 27, 2013, 08:12:12 am »

That last scene is looking kinda weird.

I think you need to put one more color to each rock, to show shadows, so you can see the separate rocks.

Right now they look more like a 2D blob.
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