Thursday, September 25, 2014

Still chugging along

Building out rooms and adding in content and traps/puzzles is very time consuming as a hobbiest.  I want the puzzles to not be too hard with environmental cues being used to solve them.  But seeing as death will occur for sure in places I will be implementing an auto-save feature which will be forgiving (on entering any room/area).  That way there is little frustration.

Not much else to add at this point.  I am trying to decide if I section of the starting area, polish all the systems and then release a demo.....

Tough choice.

Wednesday, July 16, 2014

July Update

Still working away on content. It will take at least six months to flush out all the rooms with props and traps/puzzles.  I am getting close to finishing the starting area, but have a very long way to go.

I have implemented (fully) the ability to light some things on fire with the candle and have it burn away. This with the ability to pull/push some objects will aid in puzzle design.

I will post some more screenshots shortly.

Tuesday, June 17, 2014

June Update

Some more pics.  The level design is done and I am now filling the game with content, which is extremely time consuming.  Some systems are not 100% done (such as being able to light objects on fire), but good progress is being made.  The hardest thing is working on the "traps" - some that are complex take a very long time to design, implement and QA.  Anyway some more screen shots:

Take heed of other's writings, they could save your life....

 Some didn't listen...

 When you have only a candle, a water trap is your worst nightmare...

Friday, May 23, 2014

Progress update

As this is a hobby for me I only work on it in the evenings and so sometimes progress can see slow.  Of late, however,  I have been working on an event based system (for scripted, real-time events) and on physics (ability to push, pull objects, light objects on fire (possibly adding oil to an object), and the ability to pick up and read notes left around).

As the game will be as interactive as possible there will be no inventory, no journal, no gui to speak of.  Environmental cues (primarily through your senses and the candle) will guide you. The gamey-ist aspect will be a glow effect on object that you can interact with (on  mouse over only).  If I get feedback that this breaks emersion too much, I might remove it.  It's a hard balance between being too hard to solve puzzles and hand holding too much.

Anyway, soon I hope to have a sneak preview video just to sample the ambiance and general "how it works".  This is likely a week or two out (once all major systems are in but not necessarily polished).  After that it will design time.  The first episode has been created from a level design point of view, but I need to implement puzzles/traps/events/props and generally flush rooms out.

Here is another preview pic:

Tuesday, April 29, 2014

Time flies

Time does indeed fly when you are.....well doing anything really.  I have not stopped working on things and still plan on finishing Boreas. But over the past year or so I have been working with an artist friend on a mobile game which I might reveal at a later date when we get a bit further visually.

However, I have also been working on a PC game which I do hope to release this year.  I don't want to give too much away yet, but it is called "A glow in the dark" (working title) and is a first person, puzzler, suspense story based experience.

Here are some early screenshots to wet your appetite:

Yes it's dark - it is supposed to be. Yes you can light things on fire with your candle.  Yes if the candle goes out your in trouble.

I will post more on gameplay mechanics later once I know I can finish it before a copy-cat could hehe.  My plan is to get a little further and then put it onto Steam Greenlight.

Wish me luck. I plan on updating here as I progress. Video to follow soon.

Thursday, February 21, 2013

Still alive

I won't give up on the game. But I have put it on hold as I am working on another game atm (iOS). Between that, two small kids and a FT job, I can't work on mine at the moment.  But I am still around....

Wednesday, August 22, 2012

Not Dead

Me or the game (though I am fighting the flu at the moment).  Just working on another game at the same time, and life has been sucked away by summer. I am slowly working on the second tomb.