3d

Work in Progress

We are preparing for ByLan in Bergen making things look all nice and play nice. So today we’ve decided to share a few screenshots with you! They are of course work in progress and a lot can still change!

 

GM_2_Screenshot01

One of the first levels in the game.

TF_2_Screenshot04

Bombs are essential for adventure. That is like a law or something.

Advertisements

About time!

For an update that is. The promise of weekly updates came and went, but hey – we’re not dead and we’re still working on Secrets of the Labyrinth. Check out some of the kick ass art from our artists as well as an early screenshot from the game!

GM_web

TF_web

WebImage

Let’s go for a walk!

This week’s update we’re showcasing some of the excellent animation from our animator Andreas. Some fine tuning left, but I think it’s safe to say that you can see where it’s headed! Stay tuned for next week’s update!

MoandEarl_Walk

 

Also we would like to send a big congrats to our friends at Rain Games and Henchman & Goon as well as a bunch of other Norwegian developers who received funding. We’ll be crossing our fingers for next time!

Gameplay Feature #02

It’s that time of the week again – development update time! This time, let’s have a look at some of the objectives of the game! Remember that all images are from early development and subject to improvements!

 

Finish
1. Primary objective: Reach the end of the level

Pretty straight forward – clear the puzzles until you find your way to the finish line. However, there are certain things you might want to do which can make this become a little bit tricker!

 

Loot
2. Secondary objective: Find all the treasures

There’s a bunch of things you can find throughout the levels. Some of them might be well-hidden, some challenge you to solve a puzzle in a less straight forward way. You’ll have to do your best to find everything! What can you do with all this fantastic loot? We’ll save that for a later update 😉

 

Story
3. Story objective: Unravel the story

Throughout the game you can find clues to an underlying storyline, can you figure out what’s going on?

 

That’s it for this week, stay tuned for more updates next week!

The Dungeon Wastes

This weeks update, albeit a bit on the late side is all about the Dungeon Wastes, the second theme of our game that you’ll be going through.

A lot of time goes into creating concept art for the various objects that you’ll decorating the levels, below you’ll see some of the art prepared for this theme by artist Sølve Kjærstein, you can also check out his deviantart profile ~Lakengubben

 

early concept work for the Dungeon Wastes by Sølve Kjærstein

Concept by Sølve Kjærstein

Concept_AST_DungeonWastes_3

Concept by Sølve Kjærstein

 

Early Dungeon Wastes Concept by Sølve

Concept by Sølve Kjærstein

After making some more walls for the game we managed too oomph the textures a little bit for the dungeon wastes as well. Earlier it looked a bit flat, whereas now it has a lot more depth to it. We also made a door, and of course a lot of other things, but we’re not spoiling everything in one go. It’s likely that the texture will undergo a few more changes since this is the first one that we created of the themes in the game.

Comparison

3D and Textures by Lars Erik Helgemo

 

That’s it for this week, hope you find this interesting and look forward to next week’s update!

Graphics, bloopers and more!

Another week, another update, this time we’re showing off some work in progress game graphics and some other things as well!

A sample scene just to test out the assets including horrible lighting, lightbleeds and a temporary capsule-mesh standing in for Earl. I don't think it's necessary to state that this is WIP

A sample scene just to test out the assets including bad lighting, lightbleeds and a temporary capsule-mesh standing in for Earl. I don’t think it’s necessary to state that this is WIP

Note to self: When exporting an updated mesh from blender, remember to tick of that one box that says "export selected", lest you want to export the entire scene you're working with.

Note to self: When exporting an updated mesh from blender, remember to tick of that one box that says “export selected”, unless of course you want to export the entire scene you’re working with.

Here are the four pieces that we will be constructing the Dungeon wastes with, there will of course be more assets to break it up with, but these are the basics. The textures for the short wall isn't perfectly tileable yet, but we'll work something out.

Here are the four pieces that we will be constructing the Dungeon wastes with, there will of course be more assets to break it up with, but these are the basics. The textures for the short wall isn’t perfectly tileable yet, but we’ll work something out.

 

That’s it for this week, next week we’ll do a post on gameplay, and while you’re still here, you should check out our updated website! We’re even holding a small contest over there!


CONTEST DETAILS

We’ve hidden an easter egg on our website, if you can find it (and believe us you’ll know when you’ve found it), take a screenshot of it, post it to mail@retrogenestudio.com with the subject description: “easter egg”. There’s a small, but fun prize for the one that is the first to find it, so head over to retrogenestudio.com and test your egg hunting skills! You can also read about this on facebook page!


 

 

Time for an update!

Much has been going on over the past few months, and It’s time to give you guys an update! So where to start? Why not from the very beginning?

In January we were lucky enough to have student called Anette Aga for a full month. She gave us a lot of nice illustration to flesh out the story of the game and if you look down below, there’s a few samples. Of course we can’t show it all, they’re a bit secret after all!

13

 

We’ve been working with nailing down the game mechanics, and we finally got a programmer on our team too, who of course told us that all our code should be reworked – not really a big surprise, but at least he could use what was there to know what he needed to make! So development has taken a pretty big step up over the past few weeks after his joining the team, and that is pretty sweet!

In one of our earliest posts you can see what kind of visual direction the game will be taking, while below you can see what it looks like right now, it ain’t pretty, but there’s a lot of functionality there, and so much more is to come!

WIP_engine

The red and blue capsule are the two characters you can swap between. The rest is a lot of random test walls, pitfalls, wind emitters, doors, buttons, heavy pushable boxes and so forth! There’s going to be a lot of fun stuff to do in the game, and look forward to some real brain-teasers when the game’s done!

The red and blue capsules in the above picture are supposed to be a merry duo of old treasure hunters called Mo and Earl. They’ve both been created and although they might undergo some minor tweaking, here’s what they pretty much look like in the game:

MoandEarl

 

We’ll be more frequent with our updates in the future, so stay tuned for more!