Forgotten fields3/23/2023 ![]() Also take part in his creative process as you play through interactive sections depicting the story he's attempting to write.įorgotten Fields is a warm, cozy game about nostalgia, creativity, appreciating the present, and the passage of time. Join Sid as he reluctantly journeys back home, meets old friends, relives memories and attempts to kick start his creativity back into gear. With the deadline approaching and his creative juices having frozen, this is not something he's looking forward to. On this Sunday, his struggle is disturbed by an invitation to attend an unavoidable family obligation - The place Sid grew up in is about to be sold, and his mother wants him to come home for a small party so he can say goodbye to it. In order to pay the bills, he needs to think up a story and apply for a grant - the deadline is today - a lazy Sunday in the middle of summer. That's it for this time! The next devlog will probably be when the game is almost finished.Sid is a fiction author struggling with a creative block, attempting to recapture the feelings of inspiration he felt when he was younger. This took a little time, but was totally worth it! The framerate improvement was also the same as switching the lights off. Only, switching them on/off abruptly didn't look good, so I decided to fade the power of the lights in and out by animating the properties. So when the player is in the house, the lights in the front and back streets are turned off (and replaced by a single light to keep it lit when in the background), when the player is in the front street, the lights in the house and the backstreet are turned off, etc - you get the point. I did this by simply switching the lights on/off using triggers. One of the steps I took was to dynamically turn off unnecessary lights in the neighborhood when the player isn't present in that spot/ when the camera can't see it. Of course, the final optimization run will be done once the game is fully finished content wise, but I also don't want the game to chug during testing! Check it out (along with some more great music by Micamic) in the video below!įinally, having finished up the neighborhood and lit it up with some Realtime GI lights, the next step was to focus on improving the performance. Plus, it allows me to add some beautiful skies and clouds to the game. It also pushes up the lighting quality up a notch! I may add some more if possible!Īfter that, I went and got myself a plug in for the skies and the environmental/ ambient lighting system (Enviro Sky and Weather) which will help me change the time of the day during run time in this scene. I've tried to add as many details as possible - wires, AC units, pavements, gutter covers, transformers, water tankers, satellite dishes - things that really make the neighborhood identifiable as set in India/ South Asia. This area is of course, also inspired by the kind of places you'd see in Goa, while also maintaining some of that Ghibli flavor I've tried to have in the game from the beginning: Here's some pictures of the neighborhood under construction. But I really loved creating the little neighborhood, and it was a great learning experience! I must admit, I got a bit more ambitious with this part than I'd planned. While you can't really explore the neighborhood, it was important make the bits that are visible realistic and believable, in order to make the atmosphere feel cozy and lived in. With Sid's house (mostly) completed, the next step was to make the backdrop. So first of all, here's a stop motion video of me building the house, set to classical music, because why not? It isn't something I'd planned for any specific reason, it's just the place that I saw while imagining the game's story. ![]() ![]() ![]() ![]() All designed to perfectly co-ordinate with the dies in the Summer Breeze collection. 4 portrait designs and 4 landscape, designs include woodland, fields, scenery and homesteads. The design for the house is something I've had in my mind from the beginning. The Forgotten corner paper and vellum pack completes the Field of dreams collection consisting of 8 designs x 3 of each on 200gsm and 1 of each on 140gsm vellum. Of course, if you'd rather see the house when the game is out, then maybe skip this devlog. Sid is back home for the party that we've been moving towards since the opening. We're now at the final scene - Sid's house. True to the themes of Forgotten Fields' story, gathering momentum and and keeping work going at a steady pace can sometimes be really difficult, and - for me - if the core development work isn't flowing along at a quick pace, writing devlogs/ marketing etc becomes lower priority and falls by the wayside.īut having kept up development through this slow period, I now have a foundation of the new bits and can sprint through the remainder of the game - because there isn't much left! Production and writing were undertaken by Kevin Beber. It's been a long while since the last devlog. Forgotten Fields is an unfinished demo written by Ellie Goulding and Kevin Beber during a 2008 collaboration. ![]()
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