March update: Design, Programming and more!
Update #34 · Mar. 08, 2013 ·
4 comments
Hey everyone!
Well, we've been busy on all fronts of the game so let's get into it, shall we?
Design
We have had many great design meetings on Shadowgate since our last update. Our “re-imagining” is coming together nicely- certain aspects of the original game are intact while the look and feel is decidedly different. We don't want to go into too much detail as that will give things away. The best way to explain it is that certain puzzles are in familiar places and might even have similar components or solutions but they have just been made to fit within the fiction better than in the original game.
We have increased the size of our game substantially and have added some new elements that really enhance the world (we've also been looking at the Catacombs to see what we can do there
. The Wizard Tower Expansion is meshing with the original game nicely and the Goblins and the Black Axe quest have also been designed and should please our fans.
Aaron's UI design is progressing nicely and we're pretty happy with giving it a facelift while still making sure it keeps some of the timeless functionality of the original game. We'll show this more in an upcoming update when we can mesh it properly into some rooms.
Programming
We're really still knee-deep in the boring 'under the hood' stuff within Unity. We've mapped out the high level architecture that runs the game and setup object and gui communication so that doing something as simple as clicking an object can trigger a response in the gui. As we discussed before, our sound management system is complete allowing us to fade and stack a series of tracks to build excitement and is now being used by Rich Douglas (more below). Other bits are done as well like input functionality to ensure both touch and click events work similarly.
Finally, we've been focusing on the data aspect of the game - both how to script the objects that create the rooms and how to save and change the states of those objects. As you probably know, Shadowgate is an object/room-driven game and each object or room has to be checked against dozens of different variables to ensure that you can interact with it on various levels. This includes Object Attributes ( Openable/Closable, Takable, Consumable, Unmoveable, etc.), Room Attributes (Darkness, Water, Heat, Weather, etc.), States ( Burnt, Frozen, Locked, Wet, Empty/Full, etc.), andTypes (Container, book, scroll, spell, exit, etc.). Whew. Lots of stuff to keep us all busy for quite some time!
Rooms
Chris continues to crank on rooms and inventory objects. We've changed the aspect ratio for the rooms to 16:9 and also added something else new to the game - zoomed views. These views are infrequent but very useful, especially when dealing with intricate puzzles or objects that are far away. Here's an example of the zoomed in interaction of the skeleton in the lake.
Audio
Rich has been patient with us as we finish up the design. I mentioned in the last email that he has been working with the programmers to give us separate tracks of instruments to allow us to create dynamic music. He composed a quick tune (based on the tomb room in the NES version) for our sound management system and I've posted an example of this below. These tracks can be mixed/matched, started/muted to change the feeling in the room based on events (in this case, perhaps opening individual tombs). The first track is the full version but the others are individual instruments so feel free to play around with them. The track listing is below.
That's it for now! As always, you can send us a PM via Kickstarter or email us directly at
contact@zojoi.com.
Dave and Karl
Follow the KS link to hear some of the music:
http://www.kickstarter.com/projects/zojoi/shadowgate/posts/423394?ref=activity
I thought some of the music was pretty fucking sweet <3