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TIGSource ForumsCommunityDevLogsSolis - A handdrawn 2D storydriven adventure -
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Author Topic: Solis - A handdrawn 2D storydriven adventure -  (Read 7751 times)
Gibberish
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« on: January 09, 2022, 05:26:01 AM »


A  handdrawn adventure about technology and deception in a city at night.


follow Solis on X or Twitter




Story
You play as Billie, a young female PR-agent.

From dusk till dawn you wander the hand drawn city, trying to find out what is happening in the company EliXiR.
EliXiR promises something elusive: eternal life. As their PR-agent you’ve done a bang-up job of bringing this vision to life, but what are you really selling?

You’ll encounter as many people as different viewpoints, soon you will have to make up your own mind.  



        

Gameplay

In Solis you explore the city, investigate your surroundings and talk with NPCs. Progression is gated not by challenges but by how much of the story you’ve uncovered.
Our dialog system runs on Ink by Inkle. This means choices can have consequences and variables are remembered across the story.

The first episode of Solis will have multiple endings, depending on player choice and will last 3 to 4 hours.










https://www.youtube.com/watch?v=Tjm7RG0fJmI



Sponsored by:



The soundtrack of Solis on Soundcloud


The Rock Drop band music in Soundcloud

Solis on IndieDB






« Last Edit: February 25, 2024, 08:52:35 AM by Gibberish » Logged

Gibberish
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« Reply #1 on: January 12, 2022, 07:04:31 AM »



A park background I'm currently working om, It must still be expanded to have a transition from coming from the metro/ city into the park. I have to deconstruct it too to have parallax scrolling on multiple layers.
« Last Edit: February 13, 2022, 12:45:13 PM by Gibberish » Logged

Alain
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« Reply #2 on: January 14, 2022, 07:16:21 AM »

Hey Gibberish, thanks for sharing your game. I love the trippy visuals, especially the colors!
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Gibberish
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« Reply #3 on: January 23, 2022, 11:35:47 PM »

Thank you!
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Soju and Ink
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« Reply #4 on: January 26, 2022, 04:35:08 AM »

pretty cool. love the art, it's something different. will there be some action or 'just' exploring?
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papersos28
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« Reply #5 on: January 26, 2022, 05:42:15 AM »

love the art! keep going with development!!  Wizard
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scream "poggers" 10 times in middle of night and epic monster called "your mom" will beat you and ask about your mental health
Gibberish
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« Reply #6 on: January 27, 2022, 01:30:29 AM »

Thanks man, I will, I found some collaborators and we are focused on the story and theme right now. updates will follow.
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Gibberish
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« Reply #7 on: February 13, 2022, 12:41:51 PM »





Short footage of integrating INK (dialogue system) into Unity.
Implemented, typewriter effect, variables, choices, portraits, etc.

Still super basic, just for testing purposes.

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Gibberish
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« Reply #8 on: February 22, 2022, 01:53:22 PM »





This is some progress on my framework.
Scrolling
doors (between levels and inside a level)
A player sprite/animation
Some parallax in the background

Still some work to do before i can start importing assets and going for the look and sound of the real thing.
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Gibberish
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« Reply #9 on: March 04, 2022, 06:50:22 AM »





A pathfollower script that will be used as the basis of having a metro arrive and leave a station in the city of the game.
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Gibberish
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« Reply #10 on: March 04, 2022, 07:21:47 AM »





I got a basic menu going, the resume works for loading.
The game save automatically on exit. It saves the dialog (variables) player position and scene.

I also got sound and music going, but my screen record software didn't catch it unfortunately...
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Gibberish
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« Reply #11 on: March 04, 2022, 07:24:47 AM »

pretty cool. love the art, it's something different. will there be some action or 'just' exploring?

yeah, the game will be just about exploring. The dialogue and exploration will make up the game. There might be some simple puzzling going on with objects like in old school point and click I quess.

Sorry for my late answer.

To feature action is something I deliberated on a lot. But it kept feeling like an afterthought. Originally I wanted some platform action, but it seemed not to serve the other aspects of the game i wanted to make well at all. So I dropped it. What do you think?
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Gibberish
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« Reply #12 on: March 04, 2022, 07:37:51 AM »

love the art! keep going with development!!  Wizard

Thanks and I will
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Gibberish
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« Reply #13 on: March 13, 2022, 05:42:26 AM »




So another programmer art video about my progress.
I have a working metro now as well as an elevator. I also changed the dialog system so you can have dialogs that are more like a visual novel. That is inside the movie, including some new art.
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Gibberish
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« Reply #14 on: March 13, 2022, 06:25:35 AM »

Just update the look of the dialog...



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Gibberish
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« Reply #15 on: March 20, 2022, 03:49:51 AM »





A first look at my current build with the main menu and the first area's graphics in place. It's still a work in progress, but gives a serious idea for the look we are going for. Which is to make it look very handdrawn, not perfect, but alive.
I added normal maps to all the graphics for some simple, but I think nice lighting effects.

Reactions and suggestions are very welcome, be aware that the walking sound and all the text is only placeholder.

note: I updated the OG post.
« Last Edit: March 20, 2022, 03:58:22 AM by Gibberish » Logged

mobilelast
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« Reply #16 on: March 20, 2022, 04:21:12 PM »

Curious and very distinctive combination of visual styles. Buildings are twisted and expressionist, trees and parks look almost impressionist, while characters are minimalistic. The difference between natural and industrial areas could be utilized in many ways.
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Gibberish
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« Reply #17 on: March 21, 2022, 09:18:13 AM »

Thanks a lot for your comment. I think your right, there is a brood range of references i use from my days a painter
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Gibberish
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« Reply #18 on: March 21, 2022, 11:32:10 PM »

Curious and very distinctive combination of visual styles. Buildings are twisted and expressionist, trees and parks look almost impressionist, while characters are minimalistic. The difference between natural and industrial areas could be utilized in many ways.
I wonder what kind of utilization your thinking off?
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mobilelast
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« Reply #19 on: March 22, 2022, 01:58:43 AM »

Something like dividing the game world into urban and natural areas that would contain their own puzzles but affect each other. Like the different time periods in Day of the Tentacle.

But nothing specific, just thoughts.
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