FUDU
Arcane
When do you think you will be ready to start beta testing? 6 - 9 months.
So... figured I would post another update
On KS I pushed back release date about 6 months (since I needed more time). So far it seeems we are ok, but it might get pushed back some more (especially if we go fully voice acted...which I really want to do)). And we got more ambitious with what we were doing with creatures (emotions affecting behaviours, and more complex interactions between creatures, and a lot of other stuff like that).
Anyhow, here is the world so far (missing a handful, but gives you an idea).
Current count of maps = 275
Left to do = About 60
Since these are tiny, here is one to give you an idea.
And, to go with environments, needs some creatures :3 This is about 46 of them....but in total I think we are at 60? ((With some more left to go)) Just about everything shown here is rigged with their base animations (which is why I can render them like this).
-random - Here are some plant models ((these I didn't count as characters))
Here is some music :D (( couple more tracks on this link https://soundcloud.com/music-vortex/sets/bloom-music-2015-update ))
So....yea.... bideo game making....it is bananas.
When I saw Bloom: Memories launch on Kickstarter I wasn’t sure about it. It looked beautiful and had an interesting premise but I had a hard time being sold on taking the plunge. However, I liked it enough to go in for a copy of the game and, like so many others, I’ve been waiting patiently on seeing a final product. While it’s still far from finished and no release date in sight at least we got some very important news in the latest update.
Apparently a couple months ago the lead programmer for Bloom: Memories fell far behind on developing the engine they were going to use as a framework. Due to personal and work issues conflicting with his commitments towards finishing it he left the team on good terms. With such a major and important position being left vacant the development team could have just given up and moved on, but that’s apparently not how they roll. Determined to get someone else to help out and was as passionate about the project as they were they started looking.
And found someone they did. The update also announced that Ariel Manzur will be taking on the responsibilities towards getting this important piece of technology out the door. And not only that but he’s brought with him the “Godot” engine which is apparently leaps and bounds better than what they were working with before. So, despite there being a bit of a delay development for Bloom: Memories isn’t completely scrapped. The new engine will have to obviously be worked into existing assets but they’re back on track it looks like. Which is quite fortunate as I’ve been greatly anticipating the release of this game.
A Big Shakeup!
Heya everyone I'm pretty excited for what has happened the last two months, but stick with me because it will take a bit to explain (story time!).
So, the last couple months saw no advancement with the engine. James had just been so swamped with work that Bloom had been suffering a long time in terms of progress. While we got far with the engine in the last 2 years, we still had a long way to go to reach something we should ship....and that was a big problem.
A couple weeks ago I finally accepted that Bloom simply wasn't going to come out on a schedule I was satisfied with like this. It has been stressful seeing this coming, I had just kept hoping things would pull through and progress would rocket forward again....but it was time for a change.
I spoke with James and he recognized things just weren't working out as well. It's just with his family and work, his life had simply gone on a different path than Bloom. Things ended on a good note though (we are still friends, and he is around if we need him).
We also got to talking a bit though....and it turned out he was Ariel Manzur, the co-creator of an amazing engine called "Godot". He also happened to be looking for a new project to take on (having just released a cool point and click game, http://store.steampowered.com/app/330420/ ).All of this left me needing to pick up the pieces and get this project back on track. So I began to search for options..... and began to look for someone serious to take on the task of getting this finished.
This is where things get....coincidental?
About a week after the last update I had met another game dev online. It was such a random thing running into each other (since it was not game related), and of course we connected on facebook. We chatted a little bit, but soon after forgot about it all.
That was, until a few weeks ago....right around the time that it was becoming apparent a big shift was needed on the project (though still on the fence about what to do).
He sent me a message letting me know he was coming to the US to attend GDC, and even was going to be in LA after that.
"Sure, we might say hi when you are in the area" was my non-committal response...I was still more focused on just figuring this entire thing out.
GDC came and went as I was trying to contact everyone I knew to track down a new programmer to take over. This time I had to be sure to find someone serious about getting the game done and who was in the right position in their lives to take on the work (since, well, it isn't exactly like I can hire someone).
Eventually I got another message from my friend about meeting up. It turned out he was actually going to be staying in the same area (10 minutes away)...which in LA is pretty amazing. Yea, we could say hi.
I don't know if I believe in fate....but life sure has a strange way of working out sometimes.
Long story slightly shorter, I'm happy to announce we have our new programmer for Bloom! Ariel Manzur is ready to take it on and get this thing done. Since he is the person who created the Godot engine, there is no one better that could get us going in it. Not only that, but after taking a long look at the engine...it actually boasts some features you won't even find in Unity or Unreal.
While we lost the BloomCore engine....we just gained something even better (and more polished). With far more features and power and 8+ years of work put into it.
So what happens next?
Well, Ariel is finishing up vacation here in the states...then returning back home (where he needs to finish up a bit of work for a week). Then we are going heavy into getting our engine toolsets running (for importing art and creating character data and whatnot). Ideally getting the main tools will take 2 months.
After that we are going to be moving fast with implementation and try to get our prologue done (which, like we said before, we will be releasing for free to everyone. Currently the prologue is looking at about 1-2 with some replayability). This will take the engine to be near feature complete (vertical slice of the game), and it will just be a matter of getting the rest of the game content set up.
This should sum up my feelings lately Let's get this done!!!
Anyhow, sorry for the wall of text Been a weird couple of months!
Here are some new arts to make up for it (wish I could post the finished prologue map, but that would be spoilers!).
First off are some new plants (all with full animations for their growth cycles).
...
The next couple months I'll likely be heavy into writing, but I'll break it up with a few more creatures too. Just a handful of them left to do.
Anyhow, thanks for all of the support! While the sea may have a lot of waves, if you just keep your head up you can swim forever :D
John Romero said the same thing, yanno.also, I'm sure changing engines midway into development won't be much of a hitch, just convert and then upload all the assets and content via awesome button into the new engine
one thing I learned from Kickstarter, only back smaller projects if the guy really driving it forward is the programmer/engine head of the team, not the artist, things can still get fucked up, but the other way round is often a surefire way for disaster
also, I'm sure changing engines midway into development won't be much of a hitch, just convert and then upload all the assets and content via awesome button into the new engine
There's so much bullshit in your post I could argue with, but you know what, at the end of the day if you manage to finish your game everyone will be happy, so godspeed to you and hope you finish it
Also, keep it down with the smileys, don't want to devalue them too much
Really like the organic and whimsical art. Hope this works out.
...So? How's it goin'? You getting there?
Looking good.
Will dialogue be skippable? If loading a save or checkpoint, it's good to be able to get right back into the last failed encounter rather than waiting for cutscenes and the like to finish.
Flavor Events
First off is our new feature I like to call the "flavor events". Effectively these are slower paced events meant to flesh out the world a bit and rely more on pure choice for the player on how to proceed. You've likely seen them before in a variety of games (especially older RPGs).
For example, if you get lost in "the tangle" (a maze-like section of the forest), instead of kicking you back to the central part of the maze to try again....we could present you with the situation "You've become lost in the tangle. As you wander trying to find a way out, you come across a fork in the path. Take the clear east path? Take the west path blocked by brambles? Or stop and try and gather yourself?". Then each one of these path choices have their own risks and rewards.
Originally I was going to make these just text....but it didn't last long before I decided we needed backgrounds. Here are some examples of where I'm going with that. It's nice to be able to do some backgrounds that aren't confined by the limitations of the top-down playable view.
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To go along with this we have also slightly expanded the attributes for the player. Now instead of having just strength and accuracy (which we were using for the targeting system)....we have power, finesse, and spirit.
These will be raised through the adventure and influence not only moment to moment game play (power and finesse acting as strength and accuracy) but also be checked during the flavor events for success chances and other more "rpg-y" elements. Nothing too heavy, just enough to give some more customization in what you choose to focus in and how you choose to play.
New Kickstarter update - https://www.kickstarter.com/project...ew-kind-of-action-adventure-rpg/posts/1777324
Jumping on the scripted events bandwagon Studio Fawn ?