Hello!I'm Otres and I've been working on and off on this game I call "
Orten Was The Case" for quite some time.
Steam page:https://store.steampowered.com/app/1785420/Orten_Was_The_Case/Trailer:Orten Was The Case is a single player, lore driven, detective/puzzle/adventure game set in the suburb (
Orten) of a fictional swedish metropolis.
At it's core there will be a time-loop, with original inspiration drawn from Zelda: Majora's Mask. And in more recent days games like Outer Wilds.
In the loops you will gather knowledge that's either saved on a Timeline of events, or in a Logbook for facts and clues.
How it all beganBack in 2015 I painted this canvas with acrylic and posca pens:
I called it "Orten was the case that they gave us".
I did some more paintings in the same style but felt paintings wasn't enough to tell the stories I had in mind.
So one day I opened Unity engine and though; I don't know any coding but I'll give it a shot.
So I took a photo of the painting and started putting it into unity as picture-planes with alpha.
Here is a little GIF of that early test:
Pretty soon I realized that the physical painting didn't have the detail and fidelity needed, and working with planes would not fulfil what I wanted to achieve.
So I put this whole project on ice for a year and a half, until I bought a surface pro in the late part of 2017 and started painting digitally.
So here is a comparison of the same subway station in it's current state:
How I build my world:My goal as I started out was that I wanted it to feel like you moved through a painting.
At the same time, although I love point & click games, I wanted more freedom in my movement.
I also realised that my style of painting didn't really work as straight 2D, I wanted to be able to move in depth as well.
So after couple of tests and prototypes I realized that if I use unlit shaders and orthographic camera, I can render a 3D model identically as a painting.
So there I found my method, my game is fully 3D but with an orthographic camera at a locked angle. I don't limit movement in any direction. I guess it's called 2.5d?
This is how the model of the subway station look in a non orthographic camera:
Here are some in-game screenshots:Orten subway station
Woodhill willows
Bootlicker's ditch
MOVEMENTSo it's all a 3D model. And one of the reasons I opted for this technique is because I wanted free input-driven movement.
So you control the character with w,a,s,d on the keyboard and can move freely in any direction:
TRAVERSALYou automatically grab onto mesh edges. At it's base, all edges are grabbable but I can't allow this on all mesh edges because that causes too much trouble and potential game-breaking climbs, so I'm placing grabbable ledges manually.
I raytrace forward from the character, if the ray hits a grabbable object I check for the closest position on the edge and just snap the character root in position and let the animation play with the root static in place.
OTHER FEATURES:Interaction pointsOther social media:
Instagram: ortenwasthecase
Twitter: OrtenWasTheCase