Nordanvinden
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« on: March 14, 2017, 10:57:30 AM » |
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* Final Release Update *So "The Lost Light of Sisu" will be released for Nintendo Switch and Steam (PC) on the 27th of February. Super exciting for me since it's the first game that I have ever released! Release Trailer:Steam:https://store.steampowered.com/app/876150/The_Lost_Light_of_Sisu/Nintendo Switch:https://www.nintendo.com/games/detail/the-lost-light-of-sisu-switchScreenshotsHere are some screenshots, you can find more in the press kit: Sisu Press Kit.   * * Initial post * * The Lost Light Of Sisu is a heavily physics based puzzle platformer set in different alien environments. StoryYou are on your way back home when the ship loses its energy. Because of this you need to land and search the nearest planet for a new source of energy. After beaming down, you find energy cubes that will power your ship, but also change your abilities. To collect all of the energy cubes, you need to use these level-temporary-abilities and solve physics based puzzles. GameplayYou can move left, right and jump. You can also roll up hills and cling to walls. On each level you need to collect a certain amount of energy. This energy is radioactive and affects your abilities. To collect all energy cubes, you need to use these level-temporary-abilities and many environmental physics based systems. Features- Character is fully affected by realistic physics.
- It's a mix between a platformer and a puzzle game.
- The energy only alters your abilities for the duration of the level.
- Using physics to create interesting solutions and gameplay.
  TechIm using: - Unity as game engine.
- Blender + Paint.net for graphics.
- Audacity + LMMS for music and sound.
- Git + bitbucket for source control.
GraphicsI am currently working on going from the prototype graphics into the final graphics. It will look more like this:   >>> DEMO <<<I am really looking forward to be sharing my progress with you guys. I will be posting about tech solutions, graphical things and sound/music production. I regret not going on here earlier, but hey. Better late than never 
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« Last Edit: February 24, 2019, 01:46:41 AM by Nordanvinden »
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foofter
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« Reply #1 on: March 14, 2017, 03:54:58 PM » |
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I usually don't like 3D graphics much, but I like the alien world you created, especially the pink and orange one!  Looking forward to seeing further progress, combining the gameplay with the environments. 
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AaronB
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« Reply #2 on: March 14, 2017, 10:34:33 PM » |
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I really like this one, particularly the lighting in the cave. The overhang gives a great impression of entering underground.
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Nordanvinden
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« Reply #3 on: March 14, 2017, 11:42:23 PM » |
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I usually don't like 3D graphics much, but I like the alien world you created, especially the pink and orange one!  Looking forward to seeing further progress, combining the gameplay with the environments.  I am glad you like it, even though its 3D! The vibrant colors make it pop, but it may be a bit too much on the eye? I might have to tone down some of the colors for its final version, hmm.. Yes! Im hoping to be able to integrate them in a nice way. Thanks for the feedback Waru 
I really like this one, particularly the lighting in the cave. The overhang gives a great impression of entering underground. Its cool that you get the sense of entering a cave. I was thinking of maybe changing the music when entering these caves, kind of like in banjo kazooie or underground mario levels. But also might be wierd  Thanks for the feedback AaronB 
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Fainz
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« Reply #4 on: March 15, 2017, 01:23:50 AM » |
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As a Finn I feel the need to ask: how did you choose the word Sisu? Was it random, or does it have some meaning within the game? Figured you might have heard of the concept as a Swede. From wikipedia: "Sisu is a Finnish concept and cultural construct that is described through a combination of various English terms including stoic determination, grit, bravery, resilience, and hardiness." It can also be either a sort of candy or a truck 
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Nordanvinden
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« Reply #5 on: March 15, 2017, 04:00:04 AM » |
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As a Finn I feel the need to ask: how did you choose the word Sisu? Was it random, or does it have some meaning within the game? Figured you might have heard of the concept as a Swede. From wikipedia: "Sisu is a Finnish concept and cultural construct that is described through a combination of various English terms including stoic determination, grit, bravery, resilience, and hardiness." It can also be either a sort of candy or a truck  Hi! Yes, I have heard about the concept and thought that it was a good fit for the game. The story is basically that the protagonist is on their own, far away from home and needs to bring home the cargo, no matter what. They will endure they pain of picking up the radioactive cubes. They will not stop for anything until this cargo has been delivered despite the fact of being all alone on an alien planet without any way of communication. Apart from that, I personally think that Sisu is a really beautiful word (or name). And I have seen it used sometimes by companies, but not the ones you showed. Interesting  I hope you dont mind me using this word?
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Fainz
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« Reply #6 on: March 15, 2017, 04:38:48 AM » |
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Hi! Yes, I have heard about the concept and thought that it was a good fit for the game. The story is basically that the protagonist is on their own, far away from home and needs to bring home the cargo, no matter what. They will endure they pain of picking up the radioactive cubes. They will not stop for anything until this cargo has been delivered despite the fact of being all alone on an alien planet without any way of communication. Apart from that, I personally think that Sisu is a really beautiful word (or name). And I have seen it used sometimes by companies, but not the ones you showed. Interesting  I hope you dont mind me using this word? Sounds like the protagonist has plenty of sisu, so using the word is fine by me  .
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Nordanvinden
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« Reply #7 on: March 15, 2017, 04:47:14 AM » |
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Sounds like the protagonist has plenty of sisu, so using the word is fine by me  . Great, I am glad to hear it 
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Nordanvinden
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« Reply #8 on: March 17, 2017, 12:06:45 AM » |
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« Last Edit: March 20, 2017, 01:18:26 AM by Nordanvinden »
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AaronB
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« Reply #9 on: March 17, 2017, 02:01:01 AM » |
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So yesterday I was working on trying to find the right feeling for the graphics (colors and geometry). Im not sure I got much wiser, but here are some different versions. Its really hard to both find colors you like and highlight whats important in the scene to the player. Any tips? All feedback is much appreciated   This one looks best to me. Having subdued colors for the world makes it easier to use lighting to draw the players attention.
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Nordanvinden
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« Reply #10 on: March 17, 2017, 07:38:29 AM » |
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So yesterday I was working on trying to find the right feeling for the graphics (colors and geometry). Im not sure I got much wiser, but here are some different versions. Its really hard to both find colors you like and highlight whats important in the scene to the player. Any tips? All feedback is much appreciated   This one looks best to me. Having subdued colors for the world makes it easier to use lighting to draw the players attention. Yeah, thats a good point! I think I might just have the first level take place during night to make it easier for the player to know whats important in the game. Thanks! 
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OpticalOverride (Alex)
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« Reply #11 on: March 19, 2017, 09:05:18 AM » |
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Just played the demo for a bit, really fun! Good controls and interesting game mechanics (buoyancy puzzles were neat). It was fun having the "ah-ha" moment when I realized the little collectible trinkets were affecting my movement mechanics.
I played about half of the demo, so I'm not sure if you added this, but maybe one of the collectibles could make you sink faster and allow you to sort of "swim" underwater? Not sure if there are interesting puzzles to be made with that (maybe not), but could be fun.
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Nordanvinden
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« Reply #12 on: March 20, 2017, 01:17:52 AM » |
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Just played the demo for a bit, really fun! Good controls and interesting game mechanics (buoyancy puzzles were neat). It was fun having the "ah-ha" moment when I realized the little collectible trinkets were affecting my movement mechanics.
I played about half of the demo, so I'm not sure if you added this, but maybe one of the collectibles could make you sink faster and allow you to sort of "swim" underwater? Not sure if there are interesting puzzles to be made with that (maybe not), but could be fun.
Thats a good suggestion! The idea is that Im adding new cubes with different abilities when the player reaches new points/worlds in the game. So if there will be a water-heavy world, it might fit right in. Thanks for trying out the demo and providing good feedback  much appreciated! #Update 2 So last friday I kept on working on the graphics and I think I ended up with something that worked pretty well for a first level. Attracting the player to what is important in the scene (Energy cubes!  ) Here are some images from the final result:    
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Nordanvinden
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« Reply #13 on: March 22, 2017, 12:03:42 AM » |
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#Update 3
So far this week I have mostly been working on adding audio to the game. Things like walking, jumping, rolling and collecting pickups.
This video also gives level 1 a quite nice overview.
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Nordanvinden
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« Reply #14 on: March 23, 2017, 12:22:16 AM » |
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OpticalOverride (Alex)
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« Reply #15 on: March 23, 2017, 10:00:40 AM » |
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Personally, of the 4 character GIFs, I really like the third from the top (the plain cube with the 4 "legs"). It looks like the cube is standing up and running, I think it gives the character the most "life". The first GIF is nice though too, makes the cube look kinda like a ghost 
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Nordanvinden
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« Reply #16 on: March 23, 2017, 01:01:43 PM » |
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Personally, of the 4 character GIFs, I really like the third from the top (the plain cube with the 4 "legs"). It looks like the cube is standing up and running, I think it gives the character the most "life". The first GIF is nice though too, makes the cube look kinda like a ghost  I actually kept on working a bit on it, and I ended up with something similar to the third one. I will update with a post tomorrow I think. Thanks for the feedback, great to hear that you felt the same way about the third one 
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Nordanvinden
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« Reply #17 on: March 23, 2017, 11:01:54 PM » |
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#Update 5 Alright, so here is the new character animation. More still needs to be done, but I think its a step in the right direction. New animation in action:   I have also finished level 2 mostly. Only a few minor things left to fix there.
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Nordanvinden
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« Reply #18 on: March 27, 2017, 11:23:21 PM » |
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bigosaur
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« Reply #19 on: March 28, 2017, 02:47:47 AM » |
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I really like the direction where this is heading. Can't wait to see more.
Did you consider using a starry dark night as a skybox? I feel like it would be cool to see stars or a moon in the background. You can alternate between that and the mountain side.
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