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TIGSource ForumsCommunityDevLogsAltered - a meditative puzzle game
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Author Topic: Altered - a meditative puzzle game  (Read 1015 times)
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« on: April 06, 2019, 02:11:29 AM »

What is Altered?
Altered is a meditative puzzle game mixing hard puzzles and a soothing atmosphere.

The player is the puzzle as you alter each player stone to traverse and solve the levels.

Take your time and breathe in the fresh air while you make your way across a forgotten island packed with 80+ challenging puzzles.

But take your time, there is no rush.

When will it release?
We're aiming for a summer 2019 release.

What platforms?
Windows, Mac and Linux

About the project
So this our first commercial game and we've been working on it for about a year part-time.
Since we're getting closer to release we wanted to document the process of the last months of development and post a weekly/bi-weekly devlog post here.

The game is developed in our own C/C++ engine.


Wishlist on Steam

Pre-order on Itch.io

1 - April: Wishlisting, undo system and new level progression system
2 - May update 1: New undo-system and level progression
3 - May update 2: Better water, new models and animation system

« Last Edit: May 11, 2019, 05:14:24 AM by meshpotato » Logged

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« Reply #1 on: April 19, 2019, 01:18:42 AM »


Steam wishlisting is now enabled!
Wishlist it here!

What we've been doing
We were at Reboot Develop in Dubrovnik, Croatia last week, which was a blast! I can't recommend that conference enough.

We're looking into optimizing the game, so it'll be able to run on as many machines as possible.
The undo system has been revamped to support endless undos. This was not possible before, since every undo had the whole level state saved, which ate too much memory.
We're gonna implement a new progression system for the overworld.
Right now the overworld is a graph of levels like this

What we want is a grid-based system with level numbers like "Baba Is You" does it.

« Last Edit: April 19, 2019, 01:29:49 AM by meshpotato » Logged

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« Reply #2 on: May 03, 2019, 01:02:59 PM »


What we've been doing

First of all we've added a better undo-system.
Every action/command is now added to an undo state and can be easily reversed.
Before we saved the whole level state and replaced it when the player pressed undo, which wasn't optimal for memory. As seen below we also added the option to hold down the UNDO-button to go through the undo stack.

And as we also mentioned in the april update, we were about to redo the overworld selection screen.

This was before:

And this is how it looks now:

We think it's much more readable and the new layout makes for better level progression.

Let us know what you think!

On the more technical side we've had some issues with performance on MacOS and integrated graphics generally,
so we've been focusing a lot on that and found a graphics driver issue that made the fps go from 20 to 60 on some macbooks. So hopefully the minimum requirements will be a lot lower than we initially feared.


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« Reply #3 on: May 11, 2019, 05:10:52 AM »

MAY UPDATE 2 - Better water, new models and animation system

A lot has happened in the last week or so, so I thought that we might as well post another update.

We've been selected for Yonderplay at the Nordic Game Conference in Sweden next month and have to prepare a playable demo of the game.
Therefore we've been focused on stability and visuals.

Better water

The water in the beach world was already looking okay, but it was still not what we wanted it to be, so we put in some time, looked at water shader tutorials and ended up with a look that we really like.

We added vertex animations with gerstner waves which gave the water some life. If anyone is interested, Catlike Coding has some really nice tutorials here.
By sampling the depth buffer of the scene, we were able to give the water some better depth coloring and used it to detect where the foam should be.
The foam look is achieved by sampling a perlin noise texture and offsetting that with some distortion over time.

This is what we ended up with

New end tile

In each puzzle we have a end/goal-tile that the player has to reach to finish it and until now it has been a flat-looking grey block that didn't really look like much.
We felt like it had to be more noticeable for the player and wanted it to blend in with the game more.
After looking at games like Archaica and Lara Croft Go we came up with something completely different:

(The speed of the gif is a little too fast, but you get the idea :-) )

To animate the tile we had to implement our own animator component and animation system, since we hadn't had the need for anything like that until now.
This was luckily easy to implement with our scene/entity-systems and we were able to get it working with the features we needed without any issues.


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« Reply #4 on: May 13, 2019, 08:55:12 AM »

This looks great! I like the art style - especially the water/waves. The music in the trailer is quite lovely too. Who's your musician?

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« Reply #5 on: May 15, 2019, 08:06:29 AM »

This looks great! I like the art style - especially the water/waves. The music in the trailer is quite lovely too. Who's your musician?

Thank you! :-)

The music was made by Jonas Kappel

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« Reply #6 on: January 04, 2020, 04:56:51 PM »

Finally an update!
The game has gone through A LOT of iterations since our last update and we've finally hit something that we see as shippable.

Here are the first to levels of the game.

More updates to come very soon!


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« Reply #7 on: January 10, 2020, 04:22:51 AM »

Looks slick and fun concept. Congrats on the progress, hope to see this out ready soon.

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