TAG | indie dev
We are doing things! It’s been a whirlwind these last two months but I’m happy to report we are in full-on production mode. I have become a calendar queen and scheduling tasks has never been so fun because tasks look something like this:
- Write more story for the Swamp of Vestiges – what is it like here?? – this will help with puzzle design & art
- Second pass on puzzle puffs to make them more readable
Admittedly, it’s not stuff that sounds like hard work, but building puzzles, worlds and character stories that work in harmony is challenging us. What works for the story isn’t always ideal for the puzzles.
Sometimes, we do things differently. Jon will design a landscape and then we “reverse engineer” it. (see this super-cute gif!)
As the writer, I think: what is the windmill for? who lives here? what does it do? what’s it’s significance in the land?
We all have a go at these questions and then think about puzzles that will reinforce the story, or, that would be super fun to have in a windmill setting!
I have been immersing myself in the story world, writing short pieces for our characters. I wasn’t sure if this was helping, but the details that came from these stories – that bubbled up naturally as I wrote – have been helpful! Win!
Now, we are in solid production we are all getting into our own creative groove and headspace. These headspaces are quite different from one another which means we are approaching problems, designs and the overall executions of the levels from different points of view. It’s challenging to communicate within the team sometimes and often we have had to pause and clarify the words we are using to describe the game. Henrik put together brief glossary of terms and we were back on track again.
Level Transition Concept for The Time Project
We have been having some brainstorm meetings to figure out a natural way to transition between levels. It has to make sense to the game and to the story.
Our adventurers arrive at their destination and they move on. But to where, and how? And what does this mean in a game about time?
We will let you know!
Hi everyone, I wanted to share some of the latest concepts for The Time Project.
These quick sketches help give us an idea about the inherent drama in a landscape (high places, narrow walkways) and how we might use that to help with conveying emotion and story.
Meanwhile, I’ve been working with Jon to conceive of a story that translates well to the landscapes our adventures will be moving through. It’s not easy but I think we’re getting somewhere!
Throw back to early planning for “The Spires” level and trying to get the pacing for the puzzles and the story down. I think this is going to be something we keep iterating time and time again, but this particular meeting was really good for us!
ps. This is what happens when the writer starts drawing!! And I have no regrets 😀
The Time Project – Our adventurers scale a mountain and are faced with a puzzle.
We’ve been working a lot on the presentation of ‘blocks’ and puzzles. We have been through lots of art treatments and this is the one holding up at the moment! 🙂
Behold, we have sea foam in our game!!
This is a gorgeous gif from @_softscience that was featured on the art wall of indieCade last week! <3
I’ve been doing storyboards for The Time Project today which has been fun but tricky. I’ve been working with Jon to find the best way to convey the story in the the game in a way that feels natural and consistent.
I feel this one is the most accurate summary. Back to the drawing board tomorrow! 🙂
Tree builder exploration in Unity.
We are getting real blossoms, guys!