So, last time I left you, I told you about my ideas for new projects to pursue now that I’ve ceased development on Life’s Impetus. Now, I’ll be telling you a bit more about the first game I plan to work on, the Narrative Project, and explain how I plan to organize my development from now on.
It’s been a while once again, hasn’t it? I’ve decided to switch to a less frequent posting schedule for now, so don’t expect much more than a devblog a month or so. The good thing though is that this means that I have more to talk about each devblog. Let’s get started then!
A couple of months ago, I talked about the Fountain of Life, a central element in Life’s Impetus. It’s so important that I’ve even spent almost a month working on it… but it was worth it (I think). In this devblog, I’ll be focusing on the process behind creating the art asset now, so if you wanna know a bit more about the lore behind the Fountain of Life I recommend you to check out this devblog.
Creating the Fountain
Hey! Since I don’t have much to say about what I’m currently working on (I will for the next devblog, though!), this weekend I’ll be talking about my story writing process, which is divided into 3 phases (in case you couldn’t guess from the title).
Before Life’s Impetus was called “Life’s Impetus”, it was called Fountain of Life.
I changed it for many reasons, but the Fountain of Life is still an important element of the game. In this devblog, I’ll be talking about what makes this fountain so important, and the difficulties I’ll face in making it.
I’ve mentioned it a few times before, but I’ve never really got into the details of the process behind animation in Life’s Impetus. It’s what I’ve been working on for this past week, so now’s a good time to talk about! Besides describing the nitty-gritty stuff, I’ll be showing a lot of in-process pictures.
Art of Movement
Before I can get into the actual description, I need to define the main technique on which my process is based: rotoscoping. I’ve used this comparison too many times, but it works; rotoscoping is basically the 2D equivalent of mocap. You record the action you want to animate, and then print and trace it. My process is not exactly the same though, so let’s start with the explanation!
I’ve probably mentioned it before, but Life’s Impetus takes place in a shopping district. Normally, I would say “not any shopping district!” to sound dramatic and stuff, but it’s not really true; the game’s shopping district is supposed to be nothing out of the ordinary. That said though, I will be sure to make it looks as attractive as possible, and that’s what I’ll be talking about this devblog.
Hey! It’s been such a long time, hasn’t it?
But, I think I can confidently say that I’m done with Sky’s Isles. Thus, it’s time to concentrate Life’s Impetus once again. So, what am I going to talk about this time, then? Well, this devblog is going to be about the cutscene system (AKA the conversation system). One of the most important parts of LI will definitely be the dialogue, so I want to make sure it’ll be as interesting as possible not only from a content perspective, but also from a presentation perspective. I’ll be looking into the different features I have planned and how I will (probably) implement them.