Sooth - adventure point'n'touch

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Post » Fri Dec 27, 2013 7:12 am

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Game
Sooth is a 2D point’n'click adventure game with a minimalist interface and a poetic touch. Players will explore a bare desolated land and wander in search of odd contraptions to be reactivated, discovering their ancient purpose.

I want to do a short game, 1 to 3 hours long, that would tell a small story. Events will be guessed more than told and the game will have a slow rhythm with a contemplative mood. The story is optional and bits of lore will be scattered in secret places as rewards for tedious explorers. The whole story may not be revealed entirely anyway, leaving players to fill the gaps with their own theories.

Interface is reduced to minimum: no dialogues, no inventory, no HUD. In terms of gameplay, I'm looking at references such as Sword & Sworcery, Finding Teddy, Loom, Samorost, Machinarium ...


Platform
I will work the sizes and interface to be playable for PC & tablets (maybe smartphones as well), but have no idea how it will work out yet.


Team!
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-des ... -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/


Progress
Progress is slow. I have a full time job, an extra job, few side projects and a newborn baby to take care of. So I try to find few hours here and there to advance this project. The art direction is set, the main storyline is drafted and most locations are decided. I am now working on creating and animating assets in a fast and easy way. I'm also detailing the storyline and puzzles + workflow and starting to look into how to make all these work in C2. I think I'm roughly at 5% of the total development.


Concept art
Of course there are pictures:
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And some animated test!
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Last edited by sved on Tue Mar 11, 2014 8:52 am, edited 6 times in total.
...but this is mostly psychological.
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Post » Fri Dec 27, 2013 10:07 am

Great graphic style :-)
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Post » Fri Dec 27, 2013 10:21 am

Seen this on the tig forums, didn't know it was being made in construct.

Love the minimal graphics and amazing use of colour.
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Post » Mon Dec 30, 2013 1:35 am

@spongehammer, ethan: Thanks a lot! I'm putting a devlog here because after my first few tries I think I will need A LOT of help in making things work.
...but this is mostly psychological.
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Post » Fri Jan 03, 2014 6:19 am



Pathfinding + layer change test
...but this is mostly psychological.
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Post » Fri Jan 03, 2014 7:37 am

@sved
dude, those graphics are sweet!
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Post » Fri Jan 03, 2014 8:48 am

@goyo666 Thanks! I checked your game and quite like it, i'll write some feedback later on!



Now with light effects, slight blur and PARTICLES!
...but this is mostly psychological.
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Post » Fri Jan 03, 2014 9:58 am

Looks nice. I think you could use a slight parallax on the background though.
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Post » Fri Jan 03, 2014 10:41 pm

This style, all I can say is:
YESYESYESYESYESYESYESYESYESYESYESOHGODYESYESYESYESYES!!!

I love minimalist stuff, and can't wait to see the finished product.
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Post » Sun Jan 05, 2014 4:48 am

Love the style, nice work!
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