gabrielcarioca
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« on: June 30, 2016, 07:59:10 PM » |
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Hello TIG community! (Website/Twitter/Facebook/Newsletter)
Welcome to the White Lie Devlog. We recently discovered and joined TIGSource and we're very excited to start sharing and hearing some feedback. We started developing this game a few months ago and we are still working on it.
White Lie is the heartwarming journey of Greg, a plush rabbit toy in search of his missing owner in a surreal and desolate world. Overcome the challenges from your past with Emma, and uncover the truth behind everything that is happening.
Who are we? We are Ambize Studio,A game studio developing games with high artistic value, aiming to be recognized in the indie ecosystem for it's original creations and innovative art styles. . White Lie is our first game and we are learning and improving as development goes. That is why we need feedback and support. And we will keep updating things as the game development progress so you can help us.
People working on the project:
Gabriel Carioca - Business Developer/Producer Cynthia Liz - Art Director and Artist Patrícia Miyazima - Animator Caio Piologo - Gameplay Programmer
People who helped on some stage of the project:
Gabriela Shima Matheus Zaggo Augusto Garcia - VFX Programmer
You can also look for news and updates in our website: http://www.ambize.com/ Twitter: @AmbizeStudio Facebook: AmbizeStudio Also submit to our Newsletter
See you next time \o/
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« Last Edit: March 06, 2018, 08:21:49 AM by gabrielcarioca »
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Voltz.Supreme
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« Reply #1 on: June 30, 2016, 09:50:29 PM » |
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Actually looks quite nice and the idea has a lot of potential for doing something unique and creative.
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{VeTeR}
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« Reply #2 on: July 01, 2016, 05:27:50 AM » |
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I like the color pallete and the noir/unsure setting here - works perfect as a nightmare. Very nice visualisation of entering into dialogues - it feels unsafe. It is effect you want, right?
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b∀ kkusa
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« Reply #3 on: July 01, 2016, 07:42:33 AM » |
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whimsically beautiful , followin this
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bdsowers
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« Reply #4 on: July 01, 2016, 08:24:30 AM » |
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Man, that story is super depressing. You indies are really trying to hit on my existential dread more and more these last few years. Do you have any of the puzzle dynamics worked out?
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gabrielcarioca
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« Reply #5 on: July 01, 2016, 06:08:58 PM » |
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Do you have any of the puzzle dynamics worked out?
We actually have two puzzles worked out. The first one consist of three circles that you need to rotate and align. Every time you rotate one, the others adjacent to it rotate in the opposite way. Currently the art is an apple but we are changing it to look more like a clock, it will still be an apple, but the inside will be a clock, like a surrealistic dream.
The second puzzle we have is in the village of the fairies. While exploring the scene you discover some pieces that will be used to open a door. After this door you will find a stair leading to the top of the trees, the next place you go after this village. I will talk more about this village in a near future. This puzzle is about fitting all the pieces.
See you next time!
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« Last Edit: October 11, 2016, 06:41:45 AM by gabrielcarioca »
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jordanchin
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« Reply #8 on: July 08, 2016, 01:01:43 PM » |
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This game looks beautiful! Love the painterly look and the concept overall.
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Kyle Preston
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« Reply #9 on: July 08, 2016, 02:15:31 PM » |
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Lotta splendor in here, really looking forward to your progress : )
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gabrielcarioca
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« Reply #10 on: July 14, 2016, 04:59:39 PM » |
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Interactions in gameHi!
Today I would like to show some interactions we are implementing in the game. Our game is a point and click and we need some interactions to show feedback and give some options of actions. We need to say something to the player and the player need to say what he want to do in the game, how he want to interact with objects and characters.
What we have iterated so far is a menu that pops up in the center of the screen with the relevant information or with options.Above is the example where you interact with some object and the game shows some feedback. In this case it’s used to describe the object. This was an important object in the past, Emma used to watch TV with you and it’s one of the most vivid memories you have of her. We want to use this feedback so when the player interacts with the object the game shows that this is an important object and describe something to complement the narrative. Above you have two options of actions. You can choose what you want to do and the game will respond accordingly.
We tried to use something more iconographic but we couldn’t find something to fit the aesthetics and atmosphere of the game (Dropsy did that flawlessly). We tried something like The Book of Unwritten Tales but we don’t have enough screen space for that, so that is what we are using so far. What we want to do now is write the name of the object of the interaction. When there is an object next to another, specially in mobile, you can be confused about with one was selected, like in the image above, so we will try to write the name of the object in the top of this menu, or we will write the name in one of the options, like in the previous example.
If you have some feedback, idea or some example from a video game you liked please share with us, we would be really grateful.
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Think Inside The Box
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« Reply #11 on: July 15, 2016, 04:00:34 AM » |
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The hand drawn style graphics looks simply beautiful, but my dirty mind can't get over the fact that that chimney resembles something stiff. Oh well...
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gabrielcarioca
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« Reply #12 on: July 15, 2016, 03:42:51 PM » |
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The hand drawn style graphics looks simply beautiful, but my dirty mind can't get over the fact that that chimney resembles something stiff. Oh well... Thank you for apreciating the art style. And oh well...
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gabrielcarioca
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« Reply #13 on: July 15, 2016, 03:47:23 PM » |
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I like the color pallete and the noir/unsure setting here - works perfect as a nightmare. Very nice visualisation of entering into dialogues - it feels unsafe. It is effect you want, right? Actually we never thought about it as something to make the player feel unsafe, we thought about it looking more like a children's book of fairy tale, visually speaking. But I can agree with you, it makes you feel unsafe and that could be a good feeling in the athmosphere of the game.
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gabrielcarioca
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« Reply #15 on: July 22, 2016, 11:08:44 AM » |
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Ohh, we were repainting one of our first level and when found some old concepts, from the beginning of the project. We even thought about using watercolor, but we decided to change and the final image is the closest to what we are using today in color palette.
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« Last Edit: October 11, 2016, 06:42:58 AM by gabrielcarioca »
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gabrielcarioca
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« Reply #17 on: August 25, 2016, 05:46:27 PM » |
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Just dropping a concept of a new scene we are working on. It will be the first time Greg sees The Tower. PS: It will not be green. If you have something to say I would be glad to hear, anything
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« Last Edit: October 11, 2016, 06:44:04 AM by gabrielcarioca »
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Pixel Noise
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« Reply #18 on: August 26, 2016, 12:17:00 PM » |
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I've checked this out but guess I've never commented - really like the atmosphere and story you've got. The art fits really well. Loving this!
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gabrielcarioca
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« Reply #19 on: August 26, 2016, 12:23:41 PM » |
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I've checked this out but guess I've never commented - really like the atmosphere and story you've got. The art fits really well. Loving this!
Thanks, really glad you liked it
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