Solace State: New development build, press, showcases, talks
Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.A lot of new things have happened since my last update! I have been so busy lining up new builds, collaborating with new specialists, and also organizing around travel and work-vacations.
New Build
Pushed a new build in first week of April that has a new, tighter script, with completely revamped 2D art and new camera functionality. The demo build is about 20-30 minutes long gameplay, depending on how fast you read.
Programming
I am seeking some help in programming from Andrew Traviss (Fate Tectonics). He’s designed an isometric camera track system that replaces my previous one so that I can tween on a path. Hacking camera sequences are no longer on a linear path, which opens up so many new ways I can design the 3D world.
3D Art
I am the sole 3D artist in the foreseeable future because of the uniqueness of the hack isometric camera sequences and how I can structure the level build around that, and also putting in the ergodic text associated with my narrative. This build had more texture optimizations and some extensions on primarily the Airport scene (first scene in the game).
2D Art
A 2D fine artist, Ian Hsu, is very happy to provide conte illustrations for character art. This includes both gestural, full-body drawings as well as character expression portraits. It finally matched the look that I had in my mind, to create a more “mockumentary” or editorial look.
I also illustrated clickable objects in the same style and medium. They are then edited from photograph by me and put into the 3D game world as sprites and buttons.
Showcases and Talks
I talked about the influence of political theory on my game design for Solace State at two conferences: Intersections Cross-Sections Graduate Conference & Art Exhibition (henceforth ISCS, run by Ryerson and York University), and Different Games Conference in Brooklyn. The reception was very positive, and had some good playtesting feedback as well. People are excited to know more about the story and are curious about what they would find by the time they do find Rebecka, and what happened between the main characters.
.@VividFoundry started Solace State not wih game mechanics but social politics ? #DifferentGames2016 pic.twitter.com/9M1QE8QVXw
— Kara☽ Stone (@karaastone) April 9, 2016
At #DifferentGames2016, @VividFoundry talking about her game Solace State & politics of affective play. pic.twitter.com/W31AlhBuao
— Ansh (@lightnarcissus) April 9, 2016
Interesting alternatives to standard 1st and 3rd person perspectives from @VividFoundry #DifferentGames2016 pic.twitter.com/YyhvBMIOyI
— CS Wallace (@Hengde) April 9, 2016
Thank u @VividFoundry @gabriela_aveiro @byrne_meagan for captivating talks on your processes at the 2Ludic panel pic.twitter.com/SewNaodbJm
— Priya Rehal (@Preezilla) March 12, 2016
The incredible @VividFoundry talks game-making and storytelling as subversion. #ISCS2016 #NotGDC pic.twitter.com/LsUOQSGo54
— Eileen Mary (@elmahka) March 12, 2016
“Solace State is about the ethics of design complexity rather than good or bad” – guest speaker @VividFoundry pic.twitter.com/jE1jG0DSVe
— LUDIC Arcade (@LUDIC_arcade) March 12, 2016
At ISCS in March, I had to showcase an older build that is very similar to the one shown at Canadian Video Games Awards / Bit Bazaar. At Different Games Conference, we were showing the improved art and camera mechanics for the first time.
Future talks and showcases
I will be attending IndieCade East with my talk and a show-and-tell slot for my game. For more information on my upcoming talk, please click here.
Press
I am very lucky this spring to have received coverage from two different publications:
Femhype asked me about my process and methodologies as a game dev [see part 1 and part 2].
Kill Screen conversed with me about Solace State’s theoretical influences, narrative, and why I designed the gameplay as I did [see here].
Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.
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