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September 25, 2021, 12:44:06 PM

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TIGSource ForumsCommunityDevLogsOrten Was The Case - A hand painted time-loop adventure.
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Otres1
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« on: September 07, 2021, 01:59:01 PM »

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.

I felt it was time for some DevLog.
It's a single player, lore driven, detective/puzzle/adventure game set in the suburb (Orten) of a fictional swedish metropolis.
So I just start this off here with a little in-game rendered gif of the main character, Ziggy, looking out over the city skyline.



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 began
Back 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


FEATURES:
Interaction points


Other social media:
Instagram: ortenwasthecase
Twitter: OrtenWasTheCase
« Last Edit: September 21, 2021, 07:18:24 AM by Otres1 » Logged
oldblood
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« Reply #1 on: September 07, 2021, 04:03:02 PM »

Welcome to TIG. Definitely digging the visuals! Hope to see more.
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Otres1
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« Reply #2 on: September 08, 2021, 03:34:22 AM »

Welcome to TIG. Definitely digging the visuals! Hope to see more.

Thank you!  Toast Right More will come.
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Dubsk
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« Reply #3 on: September 12, 2021, 11:11:43 AM »

Very nice style and mood!
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Otres1
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« Reply #4 on: September 13, 2021, 03:29:28 AM »

Very nice style and mood!
Happy you like it, thanks! Smiley
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Alain
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« Reply #5 on: September 15, 2021, 10:52:33 PM »

What an interesting premise that you started out with a single painting on canvas. The original painting gives me the feeling of hidden object games, is this a mechanic you want to make use of?

Looking forward to hear more about the project!
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Otres1
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« Reply #6 on: September 16, 2021, 03:19:10 AM »

What an interesting premise that you started out with a single painting on canvas. The original painting gives me the feeling of hidden object games, is this a mechanic you want to make use of?

Looking forward to hear more about the project!

Thanks!  Smiley
It will for sure share elements with hidden object games in that regard that you will have to study your surroundings from time to time to find hidden passages, codes or clues that might be scribbled on a wall and such.
It is not point and click, but exploring the environment is crucial!
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Alain
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« Reply #7 on: September 16, 2021, 11:36:04 PM »

It will for sure share elements with hidden object games in that regard that you will have to study your surroundings from time to time to find hidden passages, codes or clues that might be scribbled on a wall and such.
It is not point and click, but exploring the environment is crucial!

I see that sounds good and I hope you'll share more details on the mechanics in the future.
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Otres1
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« Reply #8 on: September 19, 2021, 02:00:46 AM »

Hello again!
Before I talk more about the game mechanics I want to share a bit of how I'm building 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:



And this is a ingame screenshot:

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Schrompf
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« Reply #9 on: September 19, 2021, 03:50:43 AM »

The art style is beatiful. The later pictures you posted don't look as busy as the first ones, good work!
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Otres1
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« Reply #10 on: September 19, 2021, 09:37:45 PM »

The art style is beatiful. The later pictures you posted don't look as busy as the first ones, good work!

Thank you friend!
Yeah especially the canvas painting is very busy, that was like me cramming all my ideas on the same painting. Smiley
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Otres1
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« Reply #11 on: September 21, 2021, 07:19:10 AM »

Added some more screenshots on the first post  Gentleman
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