Any indie gamers? Bloom?

Recommended Videos

Bernzz

Assumed Lurker
Legacy
Mar 27, 2009
1,655
3
43
Country
Australia
Gender
Male
Really nice art direction. I like it so far, aesthetically at least.

Unfortunately, this counts as advertising, so prepare to get banhammered. Or at least...threadlockedhammered. Or something.
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Thanks :) It is aiming for a real time with pause. When I say strategic, I mean the combat isn't just "shoot at stuff and hurt it". Instead, there are a range of utility moves you use (which interact with eachother) that you use to work your way around what the enemy is doing. The entire idea is to give players a LOT of options in how they approach an enemy and keep away from the idea that mashing the X button as you run around means winning.

We can't talk about our own projects? ~_~ I'm not a community relations person ~_~ just an artist trying to put something together (everything you see I did :p). If I can't ask for feedback and stuff on game forums...uuhhmm... where else is there? ~_~

I'm not just trying to push a finished project on people (so not really marketing anything). It is actually just starting :) So what people say now really guides how things go forward :) Just kind of sharing my idea and some of my artwork so far, and looking to see what people think.
 

Smooth Operator

New member
Oct 5, 2010
8,162
0
0
The topic is fine, yes trying to sell stuff is against the rules but this is simply a discussion about a new game which is why we have these forums.

It is looking very nice indeed, and I can't even describe the warm fuzzy feelings I get when you say "real time with pause" and "strategic"... we haven't had that for so long.
Just don't overextend, 10 great skills are far better then 100+ meaningless ones.

Can you give us more on the setting or the story you envision playing out?
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
5,147
0
0
IvoryOasis said:
Thanks :) It is aiming for a real time with pause. When I say strategic, I mean the combat isn't just "shoot at stuff and hurt it". Instead, there are a range of utility moves you use (which interact with eachother) that you use to work your way around what the enemy is doing. The entire idea is to give players a LOT of options in how they approach an enemy and keep away from the idea that mashing the X button as you run around means winning.

We can't talk about our own projects? ~_~ I'm not a community relations person ~_~ just an artist trying to put something together (everything you see I did :p). If I can't ask for feedback and stuff on game forums...uuhhmm... where else is there? ~_~

I'm not just trying to push a finished project on people (so not really marketing anything). It is actually just starting :) So what people say now really guides how things go forward :) Just kind of sharing my idea and some of my artwork so far, and looking to see what people think.
So how many people work in this game right now exept you?
Like the others users said, I really like this specific art style as well.
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Can you give us more on the setting or the story you envision playing out?
Ooo actually I can do a little better :D Here is a video I'm working on to kind of set the mood and fill in a little bit of the setting :) I need to adjust some audio levels and re-take a few lines with a friend too ~_~ So.... kind of a work in progress sneak peak :p



So how many people work in this game right now exept you?
~dies~ just me . Though, I have a lot of friends in the industry which I chat with though about things, and get their feedback (and I have worked on projects for disney and nickelodeon and a few movies and game stuff). Like the other day I was chatting with a game designer at blizzard :3

But I'm a pretty generalized artist :) I do 3d modeling, concept art, writing (actually the idea for the game came from a graphic novel i did a while ago), I can animate and rig and things like that.

Eventually I want to take it to kickstarter (or maybe try to find a publisher?), so I could get a little resources to hire on a programmer and another artist (though, I'm pretty comfortable making all the art assets :3 just it would take me a while lol). That is what I'm gearing up for now actually, I'm going to start looking for more resources soon-ish to push the project forward (just trying to get my ducks in a row first :D).

I was a hugeee gamer for a long time... so, this is more a labor of love <3 I'm not just shopping out the work to whatever studio would do it cheaper ~_~ I want to make something special (hopefully?). But...yea... resources are limited :p

Though, I'm friends with another game developer that did Dust, an Elysian Tail ( http://www.youtube.com/watch?v=nNP31Z-wu9U ) ... this guy was an animator and wanted to make a game... so started doing it :D He even taught himself to program over the 2 years he was making it! (he did everything, except the music and audio). It is pretty inspiring :)

Mr.K. said:
Just don't overextend, 10 great skills are far better then 100+ meaningless ones.
Yea, I don't want people to end up needing to dig through lists and lists of skills and items (like a JRPG would make you do)...but I also didn't want people to just have a handful of attacks like diablo (which, after the shiny new feeling of "woa, this is a lot of options!"....you eventually realize that actually they are pretty much just a few types of damages with different animations).

Sooo, I'm going to give people the handful of skills, but they all interact with each other and the environment / enemies in a variety of ways (so, while yea you are using a "grow" skill... it actually completely depends HOW you use it and where for a huge range of outcomes).

For example... the grow skill again. You could use it on a seed on the ground, making it grow. Ok, basic, cool...got a plant that does something (maybe a spikey plant, hurts stuff that was over it).

But, what if you use the grow ability on just the ground? It stays there as an enchanted area. Then, you could shoot an arrow over the enchanted area, making the arrow (or whatever seed you attached to it) grow as it continues to the enemy.

Or, what if the enemy is actually plant based...and you use the growth just on the enemy itself. It gets bigger and stronger...but slower. Keep doing that, and eventually it stops...or just becomes so overgrown it is defeated.

Or, in the environment, what if you see a patch of vines.... grow the vines and they spread / multiply (immobilizing anything nearby) (the environment usage is going to be a big factor, so it isn't just a fancy backdrop.. but actually an active participant in the game)

And you can go on and on ... moving into defensive ways to use it. Or things that would let you move around the field easier...

Basically, the idea is to really give players more freedom. Not by dumping a bunch of re-animated damage attacks on them with a few 2ndary effects....but by giving them a few key abilities and letting them figure out cool ways to use them that fits their playstyle.
 

Jingle Fett

New member
Sep 13, 2011
379
0
0
Nice stuff so far. Wouldn't mind seeing some gameplay mockups to get a feel for what the game would actually be like but the art style is nice. What engine are you going to use or will you build one from scratch?
 

KattKalle

New member
Oct 22, 2012
1
0
0
I just registered on these forums just to respond to this thread (although, I've been lurking for quite a while).

This project seems amazing, with lack of better words. I really like the vision you have for the game and the passion you have for it (i.e. not wanting to sell it out).

Even though I just saw the pictures and read a bit about the game I'm stoked! I can't wait for it to be finished! The whole "use skills on different things for different results" seems to be a lot of fun, but I'm hoping it doesn't turn into a "there are fifty choices, but only one is efficient" type of game.

Good luck with the project! I've liked the facebook page and look forward to updates! :)
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Ooof, I got a warning ~_~ So I don't think I can talk about the idea anymore without getting banned or something :p

Thanks so so much for the feedback though :) It is really nice to see people like the direction so far (and really appreciate you signing up to reply katt! that was really sweet :)

I'll keep going this direction and try to push it a bit more ~fingers crossed~
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Well, a lot has happened sense the last post. Things are up and running, and just did a new update on the game play / combat and a video on some of the technology behind the game (nothing overly complicated, for those without 3d / game experience).


Can't post links to the actual campaign or anything. So, will leave it at just that :p
 

Smooth Operator

New member
Oct 5, 2010
8,162
0
0
Well damn you have been busy getting on Kickstarter and I'm guessing more staff, I thought this was gonna be one of those things that we may hear about many years down the line.
And if you aren't posting links at least tell people to look for them in the video description or they won't find it: http://www.kickstarter.com/projects/1376061185/bloom-3

So now that we have one of the Kickstarter devs on here you could lead us though how this project will unfold.
How big do you see this game getting, and the dev team for that matter?
And do you have any sort of time table of when we get the first bits to play with?

Also you should contact people like TotalBiscuit and IndieStatik on youtube that do interviews with indie devs and get the word out about good projects.
 

Hero in a half shell

It's not easy being green
Dec 30, 2009
4,286
0
0
Wow, this thread is cool, it's like the birth of a videogame, too bad the Escapist's has to go lawful stupid to enforce it's no advertising policy, but major kudos for putting all that work into getting a game up and running, that is truly awesome.

All the best for the future, and I hope the Kickstarter goes well!
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Thanks for the tip :) I'll go hunt those two down on youtube.

This is probably going to end up as a book in response... haha sorry :p

I wish we had more staff haha. Right now it is just me running all the campaign and sending out press releases and writing scripts and doing the videos :) I'm a production force haha. This stage really isn't so bad though, I can handle this stuff.

I've actually been getting a ton of offers from voice actors, programmers, writers, and other people who like the project a lot and want to come work on it though (which is really great to have that type of support waiting for once the campaign is finished).

The full-time team is going to be very tiny (one or two artists and one programmer)... then augmented by other help (contributing artists, music collaborations, voice over artists... we know a lot of people in the industry).

....

How big the game gets? Well, that is pretty hard to say. The game itself will be a full-sized game (of course), but how it is received is anyones guess. I will make sure it is graphically beautiful (it is what I do) and polished (we have standards), the story will be interesting (since we have so much material to work with)...and the game play will be definitely new and exciting and fun (we have given it a ton of thought and research).

We are definitely shooting for a high quality game (such as wanting to do fully voiced characters)...and we are still holding back a few big ticket features that we think will be a huge hit with everyone (as a gamer, you will love it).

Of course, we have the passion to put in as many hours as we have to in order to make this happen. The money from the campaign is basically to give the time we need to sit and dedicate the next couple years to a single minded goal of making this happen. After fees from KS and amazon and giving rewards to people...we expect to only actually get 100k... and for an entire production, that isn't enough (which is why we are also putting in our own money on this also).

Basically... after the 2 years... we will end up having drained our savings, spent all of the money in the production, and only be left with the game in our hands. So, you can bet we will be doing our best.

......


Ok, so, the project will unfold like this if the campaign goes through (and, actually, even if it doesn't I'm already speaking with other sources to push the project ahead in whatever way I can).

1 ) Immediately after the campaign ends, we go into production and I start screening for a lead programmer (the one we have now just doesn't have the time to go full time, though she is there to help and a very skilled resource... along with some other programmers I've been in contact with.)

2 ) We create the first demo of the game, further establishing the look in the engine and getting some game play going (it won't have 100 percent of the different skills, as it is more a launching point forward and get something strong up and running). We will try to push this out to those following us and the backers, so people can get a feel for the game. ((( time wise , we want to do this within the first year. Likely much sooner than later, as we have a lot of assets to work with already and even some of the coding worked out for features like what we talked about in the video)).

3 ) With the demo tied down, it is simply a matter of expanding the content (more abilities, more animations, more environments and filling in the story and all that). At this heavy content production stage, we will hire on another artist to give a hand and push through all the assets.

4 ) Go into beta - this is when we start sending it to people in the industry and our backers and other insider people. To get feedback, find bugs, and everything else we need to polish it.

5 ) Finish up, and begin the release stage (before we release, we will be attending a wide variety of indie game conventions and other media related issues to build buzz before the release).

Overall, we are shooting for a 2 year development time for the game, and a little extra for media / release strategy (but, really, it depends when we have it right... we don't want to deliver an unfinished product)

....

Anyhow, that is the basic plan :) We are pretty passionate about what we are trying to do... and have the skill sets to make it happen... just need the little bit of capital to go do it. Getting the word out is the most difficult part at this stage, so we really need to rely on fans who can see this project will be something much more than "we want to make this other game, except with different graphics".
 

TrevHead

New member
Apr 10, 2011
1,458
0
0
Intresting.

I like indie game but I mostly tend to stick with more action based games usually 2D. Noitu Love 2, VVVVV, FTL, Cave Story, Gun Girl 2, Dust, Aquaria.

My 2ch is that be it pad or K&M, many of the best indie games get their core game feel and pacing spot on, with things like stats and abilities are the icing on the cake. I rememeber seeing a gameplay vid of Dust a couple of years ago and I wasn't impressed as it looked like a naff button masher, however after playing the finished game it's obvious the dev have spent alot of time tightening up the game feel because it's a joy to play even if it's button mashing with a very limited moveset.

Anyway I like the fact you are using 2D pre rendered sprites over 3D models as imo they tend to have better game feel than 3D models due to how they are animated.

I like the artwork / artstyle btw.
 

Chairman Miaow

CBA to change avatar
Nov 18, 2009
2,093
0
0
I wish I could help this game anyway I could, but alas, I have no money, no programming talent, no artistic or musical talent, and my voice, my only real relevant talent, would be useless as I don't have anywhere near the kind of recording equipment needed for what you are trying to achieve. Trust me, if I could help I would, I love this style of game, and what you are attempting seems really ambitious.

All I can really do is say good luck. I may have a little money to throw your way before the kickstarter ends, and I really hope you achieve your goals.
 

IvoryOasis

New member
Oct 21, 2012
26
0
0
Thanks so much :) Remember though, money isn't the only way people can help. If you really like what we are doing, helping to spread the word would be huge to us.

Sending tips to game websites, or your favorite youtubers, or on facebook and forums. That type of help can actually be worth way more than a few dollars.
 

Chairman Miaow

CBA to change avatar
Nov 18, 2009
2,093
0
0
IvoryOasis said:
Thanks so much :) Remember though, money isn't the only way people can help. If you really like what we are doing, helping to spread the word would be huge to us.

Sending tips to game websites, or your favorite youtubers, or on facebook and forums. That type of help can actually be worth way more than a few dollars.
Well. I will do my best to spread the word among those who may be interested.