Sunday, January 1, 2017

It's the horrible legacy one. (Updated)

Goddammit, 2016. While there's no silver lining to the loss of Carrie Fisher, the upside of our resident programmer spending a few days in the hospital is that the rest of us have a little extra time to do playtesting, bugfixing and last minute tweaks before we're ready to put Demo 2 out into the wild.

So to make a long story short, give us one more week, please. Here's some nice art for your time.


Update: Sorry everyone. It looks like we need a little bit longer to get things to the level of polish that we're happy with. Please check back with us towards the end of the coming week.

Saturday, December 24, 2016

Baby, It's -270.45°C Outside

That's the average temperature of deep space, by the way. You know, because sci-fi and stuff. Anyway, hey every and/or anybody. It's hard to believe that the holidays are almost upon is again already, but here we are. Time just never seems to slow down.

It has been one hell of a year for pretty much everybody, and we are definitely no exception. I'd like to save the bemoaning for another time though, because we hope to have something very special (read: new demo!) to show off at the start of the new year. Will this come true, or will the horrible, horrible legacy of 2016 rear its head one final time? Stay tuned to find out.

Sunday, August 21, 2016

Look Familiar?

Hello and welcome to anyone taking the time to read this. It's Lunch here again, and this time I'm happy to show some of the progress that our team has made over the last few months.

I've mentioned before that our next planned demo will be consist of both new and old-but-improved content, particularly on the writing side of things. While we're still currently working on finishing sprite and CG assets required for it, the needed backgrounds have been done for a little while now, so we've had a chance to give the game's user interface a complete revamp.

New menu, old placeholder title screen image.
To be honest, it's taken us a long time (and many, many reworks) to settle on an overall design and theme for our GUI. Part of the reason for that is because we had to decide just what a retro-futuristic adventure on a nuclear-steam-powered spaceship in an alternate, space-oriented Victorian era would look like, and that's easier said than done! It's not like you can just pop all that junk into Google and go from there. It's a journey in itself, and it's one that probably won't be over until it's over, but we've recently settled on some design choices that we're happy with. See for yourself and let us know what you think!

If you noticed the "Almanac" button in the screenshot on the top right, the Spacer's Almanac serves as the game's codex, and will allow players to continue exploring the lore of Familiarity's universe as they unlock new entries during gameplay. Hooray for world-building, down with info-dumping!

Speaking of building worlds, now is also a good time to mention that the preliminary (as in not first but not quite last) draft of the first act of the game is now complete, clocking in at about 145,000 words when accounting for all alternate scenes and branching paths. That's a whole lot, and it may shrink or swell a little after further editing and revision. Eventually we'd like to release the whole of act one as a large, standalone demo, but there's a lot more work to do before we reach that point. Particularly in the art department, so if you or an artist you know might be interested in joining our team, we'd love to hear from you!

Come to outer space, we have fireflies waifus! Art by Chocojax!
Well, that's about all we have for this update. There are a few other things we could show you (such as a rather incredible song by Doctor Jekyll, who suffered through no less than seven drafts to make it so, my fault entirely), but we do have to keep some tricks up our sleeves. Until next time everyone, and as always, we welcome any thoughts, questions, concerns or feedback you might have. Thanks for checking in.

Saturday, July 16, 2016

Deep Space B(r)ass

Without a blog post. Dang. Is there anybody still out there?
Well we're all still here, and we've been making slow but sure progress where we can, when we can. We have some cool stuff to show and tell you about, so here's something that will hopefully tide you over until we have it polished and spitshined.

Above is a time-lapse of our design process for creating backgrounds in Familiarity. Our stalwart and talented artist LordFryingPan starts with a description and tone provided by our writers, creates an initial sketch, and then we work together until we eventually reach the final product seen here. Check back (potentially much) later for more!

Friday, December 25, 2015

Spaceballs the Christmas Update

Artwork by Chocojax!

When I was a kid, December itself seemed to last six months, and the wait until Christmas was a slow and torturous crawl. Now the month is measured in pay periods, and all I had to do was blink to send 2015 hurtling towards its inevitable conclusion. But here we are, and while we're here, there's a couple things we'd like to talk about, starting with an overview of our progress towards our next demo, and our plans beyond that.

Demo #2 progress:
  • Script: 95% - barring final editing
  • Programming: 35% - much of our focus lately has been retooling our GUI and adding new features, while getting scenes up and running in the engine has taken a backseat for now
  • Music: 90%
  • Sprites: 20%
  • Backgrounds: 110%
  • CGs: 10%

As you can see, while we've made a good bit of progress, there's a still a long ways to go. Just as a reminder, Demo #2 will include all the reworked and improved content of our first demo, plus three new scenes. After it's done, we plan on eventually releasing all of the first act as a final and standalone demo. Speaking of which, the script for act one as a whole (which consists of about 30 scenes including branching paths) is currently sitting at about 80% completion.

So enough of boring old words, words, words, what else do we have to show you? Well, you've already seen that our ever-awesome artist Chocojax has worked hard to provide us with some lovely art, and while we don't have as much progress on the UI to show off as we would have hoped, our faithful and hardworking musician, Doctor Jekyll, has whipped up a holiday-themed song just for the occasion, We hope you enjoy it, and from all of us here at Airheart Interactive, have a very merry Christmas and a happy new year.