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Vapourware Bloom: Memories - a new kind of action adventure RPG by Studio Fawn

OSK

Arcane
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Perhaps the lesson is "Art direction won't save you."

It is some pretty awesome concept art though. Whoever made it should consider ditching the project and going pro.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Guys, new RPG with a dash of action here, has spear combat, I think

 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Hey, we are not enemies. The enemy in you is just the tendency to make a shitty game and call it art :P

Np , hope you all follow the game as it progresses. We are still pretty early and development tends to happen one step at a time.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Heya :) Woa, has it already been a month?? Well, the project is still going amazing (new website revamp, new artwork overhaul , and programmer has been getting the toolsets up and going along with some nice game effects like flowing rivers and rain or shaking leaves effects for our treetops). www.studiofawn.com is the revamped site btw

Here are some of the revamped maps for the starting area (been pushing more color splashes, though overall pretty green for until the pallet shift in the next area).

MAPCOMP-002_zps89e5309c.jpg
 
Self-Ejected

Jack

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There is a point where strong resolve ends and pigheadedness begins and I think you've since long passed it.
 

Studio Fawn

Studio Fawn
Developer
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Messages
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There is a point where strong resolve ends and pigheadedness begins and I think you've since long passed it.

Because I am continuing with the game?....

Lol the option of just trashing everything and going to twiddle my thumbs was never on the table.
 
Self-Ejected

Jack

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Where are you going to get your funding from when your next fundraiser fails? You simply cannot run on fumes forever.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Where are you going to get your funding from when your next fundraiser fails? You simply cannot run on fumes forever.

Great question.

Basically, the nature of indie development demands that I be flexible. Funding would be nice (and people have pledged a bit through the website after the kickstarter ~we transfered over the tiers to run a continuous fundraiser and we keep going~, which helps a lot with things like convention fees or smaller costs for website and some licenses). But.... in the end, it is all about just making it happen one step at a time.

We are going to try crowd funding again once this public demo is ready, so hopefully we can get something this time from that. But overall, we just have to keep trying to find ways forward as best we can (getting help from friends in the industry, finding people to do voice over work, finding people to do sound effects...luckily finding people willing to lend a bit of a hand isn't too hard for smaller jobs).

The idea of a salary and things like that don't exist for a project like this. It is more about "ok, how long can we go on saving and what ways can we find a little more to help us out...friends ? family? fans?".

The fundraising has always been "hey guys! this will really help us out and make the road easier, but either way we are dedicated to going forward since we believe in this project" (which is a lot more than a lot of other developers can say). It's failed two times now, but of course we just keep chugging along as best we can however we can :)
 

Cool name

Arcane
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Lord in heaven. You are just a few scandals short of becoming the T-Ara of game development.
 

commie

The Last Marxist
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Studio Porn...might I suggest you get in touch with Dogma 7 to help you out? Unlike most pseudo game makers, he has the ability to release something. Sure, it's 99% stolen from other people, but hey, even base theft can be a useful asset if you want to make swift progress with your game.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
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Studio Porn...might I suggest you get in touch with Dogma 7 to help you out? Unlike most pseudo game makers, he has the ability to release something. Sure, it's 99% stolen from other people, but hey, even base theft can be a useful asset if you want to make swift progress with your game.


Are you trying to troll? ~_~

Anyhow, here are some closer ups of some of the maps. These are actually pretty large and in the engine you can walk behind the trees and the light data affects characters on the screen (so the lighting seems like it is real-time). Of course, these are the stripped maps (in the game they get some post effect passes and some other effects to help bump it up a few more notches).

d6-test_zps9cce3ce4.jpg


D3-test-3_zps7b696f8e.jpg
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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I'm surprised that this hasn't been retardo'ed yet. This shit keeps popping up on the frontpage for almost a year now, and going absolutely nowhere.
 

Cool name

Arcane
Joined
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I'm surprised that this hasn't been retardo'ed yet. This shit keeps popping up on the frontpage for almost a year now, and going absolutely nowhere.


Even if the game does turn out to be shit their persistence alone is worthy of respect. At least they are doing the game they do want to make, and the art is pretty bleeping good. If nothing else their persistence will give me a lot of inspiration for new monsters next time it is my turn to GM The Dreaming.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
I'm surprised that this hasn't been retardo'ed yet. This shit keeps popping up on the frontpage for almost a year now, and going absolutely nowhere.


Going nowhere?

When I first popped up here, it was for the idea for a game.... and was actually a pretty different game (with a different combat system and different story and different art style using lots of pre-rendered assets and their normal maps to re-create 3d effect with 2d stuff).

Then, I took the game and started pumping out assets and actually creating stuff. Got a team together. Went on a show for game design. And the game kept evolving in story, art, and design.

Then hit KS again, got more of a following (and recognition, appearing in penny arcade or a host of other places), got an even stronger team, and the build was pushed even further (we are doing things now I didn't even think of at first, so lots of really great design and tools to use).

And then coming out of that last KS (even though it failed), we got an even STRONGER team and rebuilt our own engine pretty quickly along with a huge upgrade in terms of art and game assets (smoother animations, re-rendered things, more creatures / enemies, nicer maps and all sorts of stuff to push us forward). We have a pretty sizable library of game assets now (thousands and thousands of game sprites), a few strong toolsets, the bloomcore engine, and...well...basically the demo is right around the corner.

Yup, I first popped up here a while ago with a bright eyed idea for a game and asking for help with a kickstarter (I had a part time programmer friend helping out a bit to settle technical issues, but we were really just at the very very start). Everyone said it was impossible, that games were magical things that only "the gifted special ones" could make and all sorts of other trolling (still getting a lot of trolling LOL, but I know that is how RPGcodex rolls now :P).

And, well, the game hasn't stopped :P Pretty proud of what we are doing actually :) And we are producing at a level far far above what most indie games can do (fully 3d animated and rendered original models?? That isn't something most teams know how to do, they stick to pixel art or just buy packaged assets off of warehouses. Or individually painted backgrounds? Not just a couple dozen, we are talking about hundreds. That is pretty unheard of actually... it would be way easier to create sprite-sheet sets and just assemble maps ~but my choice to go this way means an increase in artistic quality, which is something I was willing to do even if it is a massive undertaking~).

Basically, we have come a long way and have a lot to show for it (in despite of the cry of "impossible").

Add in the fact that we are working with no resources and a tiny tiny team.... uuh.... yea.....I guess we are just doing the impossible.

:mca:
 

EG

Nullified
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Oct 12, 2011
Messages
4,264
Nice, starting to look and sound like something more than just an adventure game with faux-RPG elements.

Beautiful.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Thanks :) We still have plenty of work to do, but definitely has come along (especially this last 6 months, we decided to do our own engine and have been building that up from scratch. At a functional base for us to build off of now).

Also we are at #13 out of 1503 on greenlight so hopefully we will get greenlit soon :) (( http://steamcommunity.com/sharedfiles/filedetails/?id=192410456 ))

Hasn't been an easy road, but, well, you gotta do what you gotta do :P
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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And we are producing at a level far far above what most indie games can do (fully 3d animated and rendered original models?? That isn't something most teams know how to do, they stick to pixel art or just buy packaged assets off of warehouses. Or individually painted backgrounds? Not just a couple dozen, we are talking about hundreds. That is pretty unheard of actually... it would be way easier to create sprite-sheet sets and just assemble maps ~but my choice to go this way means an increase in artistic quality, which is something I was willing to do even if it is a massive undertaking~).

The key to understanding Studio Fawn.
 

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