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TIGSource ForumsCommunityDevLogsSomewhere - an exploration game set in a surreal colonial India.
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Author Topic: Somewhere - an exploration game set in a surreal colonial India.  (Read 24449 times)
oleomingus
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« Reply #80 on: July 13, 2014, 02:05:11 PM »

The four rooms from the first environment are almost complete. The textures and the lights need a bit of work,
and the lightmap could be better but quiet happy with the somewhat intricate result !

Compared to fictions the attempt here is to divert some portion of the storytelling to the environment.
The clocks or the levers or the papers and the books will all be interactive in small, simple and
distinct ways. These four rooms and ( still incomplete ) passages and a small courtyard form the first
environment from our alpha ( tentatively called enactment ). The build will follow closely, the structure
of fictions. Closed environment, followed by an act two in an open space and then
back again into closed environments.























And it's construction from Sketchup













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oleomingus
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« Reply #81 on: July 17, 2014, 12:03:58 PM »

Somewhere was featured on Rock Paper Shotgun. Pleasantly surprised to see our own game on a webpage I regularly follow !

The article itself does a wonderful job of articulating our game so take a peek if you are looking for a quick introduction to what the game is about.

http://www.rockpapershotgun.com/2014/07/17/somewhere-stealth-game-borges-calvino/
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Zaphos
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« Reply #82 on: July 17, 2014, 02:13:09 PM »

Yay, saw the article on RPS; it's a lovely writeup!

Also, re the earlier update: nice designs, and it's always cool to see the sketchup wireframes Smiley
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oleomingus
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« Reply #83 on: July 18, 2014, 03:15:22 AM »


@Zaphos  Thank you ! It is indeed great to have more people interested in the project.







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Oxeren
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« Reply #84 on: July 18, 2014, 04:11:38 AM »

Very stylish! Can be awesome when you finish it. Though it's hard to tell anything about gameplay after trying pre-alpha, it is obviously far from completion and feels kinda obscure.
Keep up the great work!
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oleomingus
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« Reply #85 on: July 24, 2014, 10:33:40 AM »


Thank you ! @Oxeren.   Really appreciate your playing the build !

You are quiet right, the pre alpha really is only an outline at this point. We are working on a build that sort of fills in these outlines further, with emphasis on details and conversations as a means of exploration based storytelling.
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oleomingus
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« Reply #86 on: July 24, 2014, 10:47:42 AM »


Update Eight.



Moon Rhymes, stories from the game world and some wip images from the second environment from the new build.














Trying to create a stage from an open space. A place of theater and enactment.
Flat painted panels bracketing a clearing of toothbrush trees.




From the diary of Major Subedar Connington.
Kayamgadh 1893


All the children have run away from Kayamgadh.

They have vanished with the rain clouds and the last fragmented strains of the early morning muezzin call.
Nobody knows where they have run off to, and nobody wonders.

People know that to wonder is to question. To wonder is to probe and doubt and disturb the perfect absence
of every child. They simply know that all the children have run away from Kayamgadh.

But If, upon this disappearance the traveler were to venture south of the city walls,
he would find footprints and stories of these vanished children. Here a kachori vendor
recalling their voices, and there a firki seller recalling how their little feet traced
across the desert sands that surround Kayamgadh.

And these traces would lead the traveler to another city, much like Kayamgadh. Only younger.

Where all these vanished children would be found holding their firkis and wooden tops and
fried bananas wrapped in squares of cut newspaper. And these children, would stare at the traveler,
wonderingly.  Disturbed by this intrusion in their perfect escape.
Resenting the presence of an older person.

Because they would believe that all people have run away from Kayamgadh. And only the children now remain.





Some songs from within the game world that play on the radio.

Song one

Song two


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Green Gospod
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« Reply #87 on: July 24, 2014, 11:21:16 AM »

This looks very very nice!  Hand Thumbs Up Right

I don't understand why every bloody modern first person game has to be set in realistic/futuristic environment and graphics. It's stupid. You can make anything, yet people make boring realistic environemnts.
So this is just bloody awesome!
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oleomingus
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« Reply #88 on: July 24, 2014, 11:29:11 AM »

Ha ha ! Really glad you like our off-kilter interpretation of first person spaces. Thank you @Green Gospod !
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Lo-Fi
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« Reply #89 on: July 24, 2014, 11:32:01 AM »

I don't have much to say other than that this still looks awesome. Like Zeno Clash, but more focused.
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oleomingus
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« Reply #90 on: July 24, 2014, 12:08:36 PM »

Thanks ! Lo-Fi  .  Zeno Clash is certainly a strange and beautiful looking game, not a direct inspiration but I can see the similarities especially since a portion of their art is inspired by Hieronymus Bosch's incredible triptychs. 

Maybe it is our significantly reduced scope and smaller environments that helps keep some of the environments focused ?
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Lo-Fi
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« Reply #91 on: July 24, 2014, 03:34:41 PM »

Thanks ! Lo-Fi  .  Zeno Clash is certainly a strange and beautiful looking game, not a direct inspiration but I can see the similarities especially since a portion of their art is inspired by Hieronymus Bosch's incredible triptychs. 

Maybe it is our significantly reduced scope and smaller environments that helps keep some of the environments focused ?

Yeah, I think it's the smaller environments, and as far as I can tell, you have less characters. Zeno Clash is wild and crazy in a great way, but their scope is so big that it ends up being a hit-and-miss art style in some places.
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oleomingus
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« Reply #92 on: August 03, 2014, 06:55:46 AM »



A very quick post. Finished working on all the environments, just a few pesky little details left to build !
Will post a game play video soon.





























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Savick
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« Reply #93 on: August 03, 2014, 07:08:50 AM »

I like your choice in colors.
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oleomingus
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« Reply #94 on: August 04, 2014, 03:01:00 AM »

@Savick  Thank you !
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oleomingus
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« Reply #95 on: August 13, 2014, 03:05:06 AM »






Working on imaginary books and travelogues, that fold a lot of fictional history into the game's core narrative.


















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oleomingus
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« Reply #96 on: August 25, 2014, 10:30:07 PM »



Update Nine


A quick look at Rituals as we near completion. We plan to release the build in about a week, and have begun sending out a few test builds to check Mac compatibility and hunt down some bugs.






The video is a compilation of several fraps recordings.






















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oleomingus
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« Reply #97 on: September 09, 2014, 10:50:10 PM »










Also read about Rituals on Rock Paper Shotgun !

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CasePortman
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« Reply #98 on: September 10, 2014, 02:47:43 AM »

I LOVE this, it has so much character, the colors.. the models.. the.. ahh! Very unqie and brilliantly done!
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oleomingus
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« Reply #99 on: September 10, 2014, 06:16:35 PM »

I LOVE this, it has so much character, the colors.. the models.. the.. ahh! Very unqie and brilliantly done!

Thank you !
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