Labyrinth

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.

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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

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 ūüėČ

 

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 S√łlve Kj√¶rstein, you can also check out his deviantart profile ~Lakengubben

 

early concept work for the Dungeon Wastes by S√łlve Kj√¶rstein

Concept by S√łlve Kj√¶rstein

Concept_AST_DungeonWastes_3

Concept¬†by S√łlve Kj√¶rstein

 

Early Dungeon Wastes Concept by S√łlve

Concept by S√łlve Kj√¶rstein

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!

Gameplay feature #01

So we promised we would be posting something a bit more gameplay heavy this week, and we have provided! Here is an overview of some of the mechanics that the game will have and why we think they will be awesome!


HUD_button_earl   HUD_button_arrow_right  Swapping characters  HUD_button_arrow_right    HUD_button_mo

If you’ve played the Lost Vikings, you’ll be somewhat familiar with this mechanic – you swap between the game’s two main characters and with their own set of unique abilities they must work together two progress through the labyrinth.

Why is this awesome?
it will force the player to consider each character’s position in order to solve the game’s puzzle. You don’t see this too often in video games and we’re eager to see what puzzles we can come up with for you guys!

HUD_button_Bomb
HUD_button_arrow_right  Bombs  HUD_button_arrow_right

Earl, who’s the more technical of the two will be able to use bombs, blow stuff up – do we need to say more? We are thinking of other ways of using the bombs though, so look forward to hearing more about this in the future.

Why is this awesome?
Do we really need to explain this? *whispers* explosions.

HUD_button_Rope
HUD_button_arrow_right  Rope Tool  HUD_button_arrow_right

Not the final name, nor graphic, but it explains what it is very well. The rope tool is very handy as it lets you traverse gaps and pull objects from far away among other things. This is Mo’s tool and when he uses it Earl can cross the gaps with ease.

Why is this awesome?
It can really help make the puzzles a lot smarter – of course, it all comes down to the designers, but we’re confident they can pull of some clever puzzles for you to enjoy!

 


 

Next week will be a surprise update (read: we haven’t decided yet – so stay tuned and find out)

Also a reminder that the easter egg hunt is still on-going over at www.retrogenestudio.com¬†– on person has found the easter egg, but you can still grab second and third place an be one of the first to enter the egg hunter’s hall of fame. Also be sure to check out Ready Player One which we have based this game of easter egg hunting on.

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!