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TIGSource ForumsCommunityDevLogsFlotsam: A survival building sim in a flooded world
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Author Topic: Flotsam: A survival building sim in a flooded world  (Read 76984 times)
The_Observer
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« on: January 30, 2015, 07:38:34 am »

Flotsam
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Flotsam is a building sim where you try to survive and build a functioning society in a world flooded by water.



Because there's no land you and your survivors will have to adapt to a life on the seas.
Food will consist of fish, seafood like mussels, lobsters or even seaweed. Fresh water will also be very important because it's very scarce so you'll have to use different methods of extracting/finding fresh water. For example you'll be able to build big basins to catch falling rainwater.
Building materials will also be scarce. At first you'll be able to find these by collecting flotsam floating on the water, but later you'll find other ways to collect materials by sending divers to the bottom of the sea to collect resources.






At this moment we're developing the game part by part to avoid feature creep which is obviously a big trap with this kind of game.

As said before I'll slowly add updates to this thread starting with some concept art.

Enjoy and please let us know what you think!




If you'd like to jump to new posts, you can find a list here:
01: First concept art
02: First character sketches
03: More character sketches
04: Environment sketches
05: A look on the first versions in Unity
06: Male concept art
07: In-game art of the walkways
08: Buildings concept art
09: First moving water test
10: Female concept art
11: Town concept art
12: What the character art could've been
13: Screenshot Saturday
14: Small explanation of the gameplay
15: First buoyancy test for screenshot Saturday
16: Houses concept art
17: Small animation for screenshot Saturday
18: Screenshot Saturday with some building construction
19: Screenshots for World Water Day
20: Screenshot Saturday with wreckage flotsam
21: Screenshot Saturday with the amazing new feature of bumping flotsam!
22: Concept art to final art: Houses
23: Concept art to final art: buoys
24: Flotsam island generation
25: Drifters building their first home
26: In-Game scenarios and clothing design
27: Behance showcase event and Doom teaser-parody
28: A Flotsam postcard
29: Flotsam fanart!
30: No more locked pathways
31: Modular clothing
32: A new concept paint and wallpaper
33: Our female drifter finished and ready in 3D
34: New skybox and night lighting test
35: Early boat concepts
36: Whale(-like) concepts
37: The life raft & town heart
38: Rowing animation!
39: Swimming clothing for the lady
40: Introduction of the town heart
41: Moodpaints & GUI mockup
42: GUI mockup update #01
43: GUI mockup update #02
44: Inktober time
45: More clothing
46: We needed a bigger boat
47: Clothing piling up
48: Environment compilation
49: Characters blending in
50: Storage yard & water update
51: GUI mockup update #03
52: Holiday Greetings
53: Physics & glitches
54: Carry animations
55: GGJ 2016: Good Morning Family!
56: Foam Tests 01
57: Foam Tests 02
58: Flooded buildings concepts
59: Sea creature concepts
60: Belgian Game Awards
61: Sea creature design part 01
62: Character generator
63: Character generator implementation
64: Environment update
65: Fisherman's Hut
66: Water shader
67: Sea creature design part 02
68: Dope t-shirts
69: Food truck concepts
70: Water!
71: Atmosphere tool
72: Flotsam banner
73: Return of the physics & glitches
74: Return of the return of the physics & glitches
75: Banner! (and wazeau for scale)
76: Whale hello there
77: Intro to Rezzed demo
78: Underwater world concept art
79: New wallpaper
80: Flotsam in real life
81: Underwater world iteration I
82: Underwater world iteration II
83: Testing different boats
84: The new townheart
85: Underwater world iteration III
86: Fixing the characters clipping
87: The different boats in action
88: Townheart concept art
89: Underwater world iteration IV
90: Underwater world iteration V
91: Whale coming up
92: Underwater world iteration VI
93: Overheating drifter
94: Underwater world iteration VII
95: Actual gameplay screenshot
96: Underwater world iteration VIII
97: Underwater world concept art 02
98: Taking a dip
99: Salvaging 'feature'
100: Flotsam concept art
101: Telekinetic salvaging 'feature'
102: Car salvaging
103: Playtesting session
« Last Edit: July 18, 2017, 05:22:53 am by The_Observer » Logged

Connor
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« Reply #1 on: January 30, 2015, 09:17:36 am »

concept art looks pretty sweet. im intrigued.
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Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Paul
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« Reply #2 on: January 30, 2015, 09:43:32 am »

Concept reminds me a bit of Rymdkapsel, extending your base so you can mine for materials, but that's probably because its the last game of this type I played

Art looks great too, lots of character! Looking forward to seeing this develop
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Chromanoid
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« Reply #3 on: January 30, 2015, 02:02:39 pm »

I love the concept art.
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Juwdah
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« Reply #4 on: February 02, 2015, 01:32:12 pm »

Hey everyone, Juwdah here.
I'm one of the artists working on this game and I'm going to share some progress I made on the character concepts.

Here's some of the first sketches,.. I was still heavily looking into different styles on how I wanted the characters to be, and even though this was NOT the style that I eventually decided on, these sketches here were the ones to point me into the right direction.

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StormsInJuly
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« Reply #5 on: February 02, 2015, 11:28:16 pm »

I love this game idea Smiley This theme seems like it would lend itself really well to a city builder survival sim.
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johnhackworth
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« Reply #6 on: February 03, 2015, 04:18:14 am »

I like the idea a lot! It's like a post-apocalyptic Banished  Gomez
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RujiK
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« Reply #7 on: February 03, 2015, 06:22:37 am »

Looks really cool! But I think "No land" at all might be a bit boring. A few small islands or even just sandbars would add a little variety and still be >90% water. But hey, I may disagree when I see some actual screenshots.
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AxezDNyde
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« Reply #8 on: February 03, 2015, 06:32:19 am »

I was immediately thinking Rage + Water World!

 Hand Thumbs Up Left if it's possible to pee in one's tomato plant!
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ryansumo
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« Reply #9 on: February 03, 2015, 07:20:00 am »

Definitely an interesting concept, and the art style is looking pretty unique.  I've been thinking about making a city building sim where density is rewarded over sprawl, I wonder if your game will touch  on that in any way?
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wazeau
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« Reply #10 on: February 03, 2015, 07:47:23 am »

Hey guys, im the second artist at Pajama Llama. I'm mostly doing the environment art now for Flotsam.

@Connor and @Chromanoid Thanks! We'll post some more pretty soon Smiley

@Paul The base is probably gonna be floating around, so to get materials you'll have to find stuff like wreckage around you, throw out an anchor and "mine" them for scrap.
Apart from that there's gonna be garbage and flotsam (omg that's the title Shocked ) floating about too for you to pick up.

@StormsInJuly That's what we thought too :p And there's never enough building sims anyway.

@johnhackworth Love that game!

@RujiK We're thinking about some creative solution around that. We will have wreckage and flooded villages below surface, and of course a lot of other floating stuff around you to make the environment more interesting.

@AxezDNyde You ever seen paper???!!! Crazy
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The_Observer
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« Reply #11 on: February 03, 2015, 07:56:38 am »

@Paul Yes, Rymdkapsel is something we still have to play, looks very interesting though!

@Ryansumo Aha, we have a lot of ideas. Some of those related to the sprawl of your town. We'll expand upon these later when we're more sure about it. But it's likely in the future we'll have some mechanics that influence the way you'll want to build and spread your town on the water.
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Juwdah
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« Reply #12 on: February 03, 2015, 12:28:31 pm »

Thanks for all the great responses everyone, it means a lot to us.

Seems like everyone's questions have been answered already so yeah,

@AxezDNyde I'll be sure to add jars of dirt!

@RujiK I'm not too sure about that. Keeping it water only contains it simpleness, I doubt adding it would improve the gameplay at all.

Anyway, here's some more sketches thrown together.
You can see how the brown guy before evolved into a different style, which is the direction it's eventually going. Oh and some females as well.



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The_Observer
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« Reply #13 on: February 05, 2015, 03:03:10 pm »

Ahoy sailors!

I'm back again with another art update.

Here's another style search from Juwdah.



And these are some more sketches from wazeau with possible ideas. But we don't know for sure which ones we'll keep. Time will tell. Wink



Tomorrow we're showing our first build to some other developers at an event for the first time.
We're quite anxious, but I'll let you guys know how it went!
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The_Observer
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« Reply #14 on: February 11, 2015, 07:10:02 am »

Hey guys!

Back with an update. This time with some real, very early screenshots of the progress of developing the game.

But first, we showed our newest build for a first time to other developers at a developers showcase at Screenshake, a local event. We got some great feedback and got to know a lot of great people and their games. Best thing is, now we've got another great soundboard for feedback later on. Always handy. Wink

Anyway, as you might or not know I'm doing the coding on Flotsam, which means I'm also the guy who's constantly wrangling the powers that are Unity.
When we started we set out to create one or several prototypes of Flotsam, but this turned out difficult to do. Because Flotsam isn't based on a single system or mechanic, but multiple ones working together a decent prototype testing Flotsam would already be a big part of the game already.
That's why I started making a first prototype with some systems and iterated or sometimes rewrote those systems. Constantly working on these to build to the final game.
Now I'm at a steady pace ready to occasionally show some in-game stuff.

Without further ado, a heap of screenshots!

What Flotsam first looked like with basic placeholder art.

Click for big version.

Then I added some capsule inhabitants, a simple water-shader and skybox for fun.

Click for big version.

Soon the capsules were replaced by a model created by Juwdah.

Click for big version.

And then some modeled buildings by wazeau including the first textured walkways. First picture is the already shown screenshot-saturday shot from that thread. The second is new!

Click for big version.


Click for big version.

We'll keep posting updates. Meanwhile we look forward to your thoughts and comments!
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Miziziziz
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« Reply #15 on: February 11, 2015, 08:12:57 am »

Wow, this looks really cool! Following this for sure
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Juwdah
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« Reply #16 on: February 12, 2015, 11:42:52 am »

I'm just gunna keep posting some concepts on here.

Here's where the dude eventually evolved into, and the style you can see ingame Smiley

(click for bigger image)
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mbalestrini
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« Reply #17 on: February 13, 2015, 03:56:35 am »

Like the idea for the game and love the concept art sketches! Like to see how it evolves
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Igor Sandman
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« Reply #18 on: February 13, 2015, 05:08:15 am »

The concept art is gorgeous. Your concept artist come from comics? It looks a lot like franco-belgian comics. I like it.
Your first 3D tests look promising also. i'm looking forward to seeing more!
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wazeau
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« Reply #19 on: February 13, 2015, 06:38:09 am »

@mbalestrini We'll keep you posted Smiley Thanks!

@Igor Sandman Thanks man, that's a great compliment Smiley We're all belgian Beer! and definitely read a lot of those comics.

Me and The_Observer (our coder/everythinger) actually did 2D animation together, and afterwards me and Juwdah studied digital arts together. So that's where we picked up most of our experience. No actual comic work though :p
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