Archiwa kategorii: Phobia interactive

Lets talk about it.

I feel that dialogue and enivornment in games are telling story the most. But how to exactly do that in classic horror/survival-horror adventure? In A Short Tale of Solitude for making narration and creating detailed lore, we decided to use static scenes with close-up 3d models . Furthermore, particular game setting and graphics style gave us a chance to dispense with lips moving or character emotions. This would add a whole lot more visual interest and personality to the technique, without a very large cost. screen6

Interaction with lore/quest object.

Perhaps the most important thing to understand about the ASTOS narration method is that it isn’t linear. For example: NPCs will not only speak in a strange, disturbing style  but they will respond to actual situation in game world. Obviously we decide to use full entirely node-based system, using special dth.engine toolset graph tool, and support various script nodes (variables, compare, special command, etc.). screen5

Conversation in dth.engine toolset

Moreover, game environments that are filled with objects will therefore help immerse the player into the game world. It may be books, notebooks, keys and other stuff. So, what about presentation of that objects? First round of Alpha Testing show us that could be a serious problem for players who never play in that kind of games before. They get lost, again and again, so objects, which are crucial for the game progress needed to be more visible. screen7

Object flashing.

Finaly, to solve that, we used object flashing and new room design for the most problematic areas. Now everyone is able to beat the game of course not at the same time, but it’s completly a different story :)

Mirrors of game developers.

Indie games are like mirrors of game developers . When you are creating your game you want to put as many of your daily life as you can. Someone would like to ask, why we do it . Answer is very simple. Games are some kind of our children, present-day medium which give us tools to show the world that we are exist.screen1

Dev self-portrait from childhood.

Of course opponents have popular argument that in the past we had movies, novels, comics or plays that did the same. However, games are based on all of that mediums. Really, all in one. This will make gamedevs to be capable of using them just like they dreamed .

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Reference to ‚Hellraiser’ movie.

Naturally the most of players will never see that references, but imagine the moment when you are showing your game to the others and some one ask: ‚is that you in this photo?’ or ‚do you like XXX movie?’. It feels great, absolutely amazing when people realise that it’s not only a game for you. It’s a picture of indie developer brain or his awareness. That may affect player to re-think what the game is really about, and whom it is intended for. So, indie games could be modern self -portraits.

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Reference to ‚Evil Dead’ movie.

Anyway I’m pretty sure that A Short Tale of Solitude could be ‚my mirror’, and every next day of development will make it better. Right now, i’m integrating and testing the main quest line, so beta test will start soon.