Sooth - adventure point'n'touch

Show us your works in progress and request feedback

Post » Fri Jan 24, 2014 2:08 pm

I started to put all locations on a map to help visualize things. It's far from complete, but it really helps the world construction!

...but this is mostly psychological.
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Post » Sat Jan 25, 2014 5:50 am

Great artstyle..
Need help? Upload .capx file with your question.
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Post » Tue Jan 28, 2014 12:31 am

@Joannak Thanks! Now trying to put all these random places together.



Maps are fun.
...but this is mostly psychological.
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Post » Wed Feb 05, 2014 9:29 am



My little burd cut in pieces, ready to animate!
(now heading to the Spriter plugin tutorial sections ^^)
...but this is mostly psychological.
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Post » Tue Feb 11, 2014 11:47 am

Exciting news! What was initially a hobby on rainy sundays is now taking a life of its own! Thanks to all the people who proposed their services, skills and kind words... I now have two talented people contributing to this project!

Wounds, best known for his amazing work on Kairo, will be creating the soundtrack and lead the sound direction of the game! He is a very dedicated person with great insights in storytelling and contributed a lot to shape my random bits of story into something meaningful.

His albums can be found and bought here: http://wounds.bandcamp.com/
And the first track of the game (WIP): https://soundcloud.com/wounds-sound-design/in-sooth-looking-at-the-waves

C-7 is a well-rounded C2 coder/composer/designer who will design an interactive audio system to get organic tracks that change with the environment. He will also create the sound effects and give a greatly needed hand on the development of the game engine in Construct 2!

His works can be found here: http://www.adamcreations.com/
And you can try some interactive music loops yourself:
http://www.adamcreations.com/sewer/
http://www.adamcreations.com/minecart3
and this one in environment:
http://www.adamcreations.com/layered-music/

Now we're talking! I will edit the first post of this devlog righ after this as we now have a team section!


And some avatars, if you feel like accessorizing your forum posts with a red bird:



More characters coming soon!sved2014-02-12 16:11:37
...but this is mostly psychological.
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Post » Wed Feb 12, 2014 9:40 am

Very, VERY cool style. Hopefully it plays as smooth as it looks
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Post » Wed Feb 12, 2014 1:10 pm

I really love the style and how plain it is, a great niche I would say.
Although there should be some sort of animation while your character is walking.
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Post » Wed Mar 05, 2014 9:18 am

Oooh replies! I didn't see these!

@rainbite Very glad you like the style! The main challenge is to have interesting things to do or discover in empty landscapes!

@Philip Atkins Thanks, animations are on the way. I'm working on them when I have time, but as I am a total beginner they take LOTS of time. I need to get how Spriter works, realize my file was not properly set up, start again my character cut, redo the whole work... not easy, but getting there!

Image
...but this is mostly psychological.
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Post » Mon Mar 10, 2014 7:19 am

This looks utterly amazing. I'd play that. I like the fact that you want to have it contained to about three hours of gameplay. Most long games don't really benefit from their length, at least plot-wise, so shorter = more condensed. Beautiful art style.
My first game, Swingy Angie, available now on
Google Play and Opera Store

Let us honor the desire to work, for it is a movable holiday occuring up to three times a year.
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Post » Tue Mar 11, 2014 8:36 am

@PeterPlatter I'm very happy to read about the gameplay lenght! I chose to make it short because that's what I prefer, (and that it would be shorter to develop) but I had no idea if people would like it or still prefer an average of 6-8 hours for their adventure game...
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