itch.iohttp://itch.iohttps://itch.io/t/3676490/new-blog-updateNew blog updatehttps://itch.io/t/3676490/new-blog-updateTue, 16 Apr 2024 16:58:25 GMTTue, 16 Apr 2024 16:58:25 GMTTue, 16 Apr 2024 16:58:25 GMTHave written a new blog update, check it out here.

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https://itch.io/t/3553585/housekeepingHousekeepinghttps://itch.io/t/3553585/housekeepingSat, 02 Mar 2024 19:54:15 GMTSat, 02 Mar 2024 19:54:15 GMTSat, 02 Mar 2024 19:54:15 GMTQuick lightning update,

So after the release of the last blog, a bit is taken off from production, as discussed in the entry. Part of it was to refurbish the description of the landing page (for the game). Hopefully to better explain and represent what the game is all about. And what can you expect from it, from a bird's eye view. Probably will change more in the future, but had to comb through it, as it started to look like a mess, and wasn't with accordance with the new narrative. Now, back to polishing that pitch.

Ps.: Also the font of the text has been changed, to be less of an eyesore, and be easier to read.

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https://itch.io/t/3544715/the-new-blog-is-outThe new blog is outhttps://itch.io/t/3544715/the-new-blog-is-outWed, 28 Feb 2024 14:11:32 GMTWed, 28 Feb 2024 14:11:32 GMTWed, 28 Feb 2024 14:11:32 GMTYou can read it here.

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https://itch.io/t/3540382/a-heavenly-conversation-quick-video-updateA heavenly conversation - quick video updatehttps://itch.io/t/3540382/a-heavenly-conversation-quick-video-updateMon, 26 Feb 2024 19:06:16 GMTMon, 26 Feb 2024 19:06:16 GMTMon, 26 Feb 2024 19:06:16 GMT

Finally, progress has reached a point where it could be shared. The video above is the result of the last few months, and will be further discussed in an upcoming devblog; as soon as it's done. It'll be another long read as a lot has happened since last time. So for now, this is where the build is at. BRB.]]>
https://itch.io/t/3512324/almost-as-if-there-were-some-text-hidden-somewhereAlmost as if there were some text hidden somewherehttps://itch.io/t/3512324/almost-as-if-there-were-some-text-hidden-somewhereFri, 16 Feb 2024 11:07:27 GMTFri, 16 Feb 2024 11:07:27 GMTFri, 16 Feb 2024 11:07:27 GMT

The last few weeks were spent implementing all the things (and much more) that was previously shown in the "in between blogs"; as shown in the screenshots above. Now you can trigger an event to meet this NPC, which will play an important role in your day-to-day activities, and send them to their merry ways if not desired. What took longest is to implement a series of actions (seamlessly that is), where a gate appears, the NPC enters the room, then the gate disappears and the ravens come fly in (masked to prevent clipping, that's why they seem to disappear near the edge), and so forth. All the while knowing that most of the AI logic is driven on its own (bit difficult to tell from a still shot here, but they are displaying different states, the ravens that are in the background).

Although this is "just" a small step, the next "real" blog update (in long form) will measure another important milestone for the project: showcasing the first intractable elements of the game. However, before that can happen, a short sample text will be given for this encounter (think of it as a tiny tutorial/introduction), which will make more sense later (explained in the blog post).

Now comes the immediate Herculean task of figuring out the narrative system in no time; as it will have multiple elements to it (camera angles, intractable text, etc.). All which needed to be modular to for the foreseeable future.

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https://itch.io/t/3446566/update-on-the-early-access-buildUpdate on the Early Access buildhttps://itch.io/t/3446566/update-on-the-early-access-buildMon, 22 Jan 2024 12:51:39 GMTMon, 22 Jan 2024 12:51:39 GMTMon, 22 Jan 2024 12:51:39 GMTThe last couple of days was spent cleaning up the current build a little bit (mainly bug fixes, and new music and new a menu (the dungeon)), in order to have an updated version available on the site. Although it does not include the first interactive NPC, that's yet to be implemented (see previous posts for more), however now it fully represents the quality seen in the screenshots (as the build is now up-to-date with those on Itch). The video on the landind page will remain the same for now (even though it's a bit outdated), and only will be updated once the next blog update seen daylight.

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https://itch.io/t/3434780/watch-me-act-new-character-revealWatch me act - new character revealhttps://itch.io/t/3434780/watch-me-act-new-character-revealWed, 17 Jan 2024 12:51:02 GMTWed, 17 Jan 2024 12:51:02 GMTWed, 17 Jan 2024 12:51:02 GMT

Continuing from last time, the moment has come to finally reveal Réa in the flesh: a fantastical character that you will have conversations with. The video above is a representation of their "mood board", to liven up the stale aspect of discussions over a long period of time, and to give you a better understanding of their character.

Trivia: The making of this set took over a month to create and was entirely animated by hand (no simulation used for the attire), and faced numerous hurdles along the way (which will be discussed in an upcoming blog post). One of those affected the release of the video itself as well, because the upload was cancelled right before the scheduled release; which was supposedly a few days ago last week.

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https://itch.io/t/3363231/the-telling-of-raThe telling of Réahttps://itch.io/t/3363231/the-telling-of-raFri, 15 Dec 2023 17:20:02 GMTFri, 15 Dec 2023 17:20:02 GMTFri, 15 Dec 2023 17:20:02 GMTThe telling of Réa:

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https://itch.io/t/3358475/ravensRavenshttps://itch.io/t/3358475/ravensWed, 13 Dec 2023 19:04:15 GMTWed, 13 Dec 2023 19:04:15 GMTWed, 13 Dec 2023 19:04:15 GMTAfter completing the gate, the last week or so was spent on the next part of the "first" NPC: Ravens. What you see in the video is how they will behave in the game. Although these are just background actors, they all will get their list of unique animations; the ones that are shown after they land. Each raven will be AI driven, and randomly select each state (apart from the rage), while the conversation is ongoing. In a similar fashion to the Royals and the guards, seen in the Great Hall. Next comes the main character, who will speak to us.

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https://itch.io/t/3325918/gate-of-the-universe-animationGate of the universe (animation)https://itch.io/t/3325918/gate-of-the-universe-animationThu, 30 Nov 2023 20:53:18 GMTThu, 30 Nov 2023 20:53:18 GMTThu, 30 Nov 2023 20:53:18 GMT

After finishing the music for the first NPC, it was time to start animating the corresponding models. One of which was this gate of the "universe", through which the NPC will enter the realm of the living.

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https://itch.io/t/3319769/new-special-track-for-the-game-musicNew special track for the game (music)https://itch.io/t/3319769/new-special-track-for-the-game-musicTue, 28 Nov 2023 10:02:37 GMTTue, 28 Nov 2023 10:02:37 GMTTue, 28 Nov 2023 10:02:37 GMTWorking on the first NPC (an immortal being descended from the stars) called for an additional (not planned) track for special events such as the one currently in the works. The nature of this unexpected journey is responsible for the lack of updates, as it was beyond challenging to produce for the past 2 weeks or so, and ate up most of my time and energy. Although, technically the models for the NPC are complete (3 of them in total), and only need a handful of revisions/inspections before continuing with the production (animating, and implementation), there's still more work to do (especially with the "story" and game logic).

The new track is called "Brighter than life" and can be listened to here (Bandcamp). As always, you can also browse the entire album on Bandcamp and support this endeavor there!

Furthermore, there's already another blog update in the works, where this new addition (and many others talked about beforehand in previous in-between updates) will be showcased alongside with all the behind-the-scenes stuff as usual; in more detail that is. The latter might get a bit on the sour side of things (definitely in a more poetic way, as a short story is being written for this occasion), as the extreme pressure, years of constant crunch and neglect has finally caught up with me. But that is another story for another time. Until then,

Take care,

theaaronstory

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https://itch.io/t/3288755/new-track-for-the-game-musicNew track for the game (music)https://itch.io/t/3288755/new-track-for-the-game-musicWed, 15 Nov 2023 13:07:13 GMTWed, 15 Nov 2023 13:07:13 GMTWed, 15 Nov 2023 13:08:55 GMTWorking on the Pause Menu subsequently called for some music to be played in the background. Thus, the last few days were spent making another track for the game called "Caged imprisonment"; as the Menu literally takes place in a dungeon.

You can listen to it here.

Suffice to say that composing this piece was more difficult than the first two, and proved to be more of a challenge than first thought. Mainly because of the "drought". Something that will be touched on, to a degree, in the next blog post. But first, have to finish modeling/animating a gate and a deity.

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https://itch.io/t/3277442/let-there-be-lightLet there be light!https://itch.io/t/3277442/let-there-be-lightFri, 10 Nov 2023 11:08:23 GMTFri, 10 Nov 2023 11:08:23 GMTFri, 10 Nov 2023 11:08:23 GMT

Good lighting is the key to Low poly environments; something that's been a headache since the start of the project. The style, combined with the limited (5 color palette) resulted in a form that often made it difficult to differentiate objects from one another (especially indoors); as all melted together. This became a constant struggle to fix, more so for the fact that people started to point of this technical "flaw" each time a screenshot/video was shared from the game.]]>
https://itch.io/t/3263055/into-the-depthsInto the depthshttps://itch.io/t/3263055/into-the-depthsFri, 03 Nov 2023 19:18:06 GMTFri, 03 Nov 2023 19:18:06 GMTFri, 03 Nov 2023 19:18:06 GMTThe last few weeks were spent on fixing a couple bits here and there, as well as changing some of the elements of the game (such as some of the animations and assets; shown in the video). Some were easy to fix, some took a little more persuasion. But we got there eventually!

Although the meat of the game, the actual part where you can talk to people (and experience the game in its "entirety") is yet to come (with the first two "talk-able" characters already in the making), a brief side job needed attention first: namely the in-game menu, as it's yet to be implemented (boring stuff, but it's needed for the underlying mechanisms/code).

That's why this small underground scene of a dungeon was created, to serve as a backdrop for the Pause Menu. Cobwebs, tight corridors and rooms, chains, water dripping from the ceiling, and bones scattered across will greet the unfortunate.









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https://itch.io/t/3249788/animations-and-propsAnimations and propshttps://itch.io/t/3249788/animations-and-propsSun, 29 Oct 2023 18:20:19 GMTSun, 29 Oct 2023 18:20:19 GMTSun, 29 Oct 2023 18:20:19 GMTShowing off random bits from the previous weeks or so, mostly revised features such as refined animation states and models for interactions; covering the more interesting bits.

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