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More scene assets have been added onto my Unity build since the last post. This is because I’m creating my first showcase demo build for early December! I will have a table at a fan expo with my art prints as well, and it’ll be a great opportunity to gain some valuable feedback from players and members of the dev community. As I want to retain some surprises for people who want to try out the game there, I’ll just report on the following below:

I’ve put in all of the dialogue and narrative in the first 5 scenes, with the proper pacing and click-based interactions. However not all of the 3D and 2D assets are done yet, as I have been working on each of the priorities for each scene. Here’s a screen shot of the second scene! There’s still some foreground UI animations that I’ll need for this scene for the protagonist’s passport. This scene also animates cinematically, as though from the protagonist’s first-person perspective.

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Additionally, I want to expand on the second game design that I was experimenting with. It represents when Chloe is hacking and finding out more details of a place. The camera goes into orthographic view in this mode, and you can move around using WASD keys to read snippets of text in the environment, that might disappear or appear depending on where in the environment you are. Later on, I might have some basic point-and-click puzzles. I kind of like this different way of perceiving a 3D space that isn’t first-person, to illustrate that the “hacking” Chloe is doing unnatural, and also gives her an incomplete picture into the world.

It’s also got a somewhat abrasive aesthetic that mimics a glitch image, especially when done to whole buildings.

Finally, I’ve asked a new collaborator to come on board to create some additional character art for me! My original illustration style was softer and didn’t have as many interesting postures and expressions. So we’re exploring a more graphic look for the characters that are also more visible on smaller screens. Additionally, it makes it more manageable for me to focus on 3D assets, writing, and putting the game together. (See: “Rebecka” at left.)

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solace state

Solace State is in its early production stage. It is an interactive novel where you play as Chloe, a young hacker who must navigate a near-future metropolis to re-unite with her friends, and contend with both the tyranny of the great and the sectarianism of the many. For more information, please see the recent re-introduction post here!

What does it look like? The new screen captures from today show the game mechanics and art style which will stay consistent for most of the rest of the project.

In Solace State, you play from Chloe’s perspective. The core mechanic, as described in a previous post, remains simple and unchanged: You get to chose some of her dialogue and actions through contextual buttons, to try to develop and maintain trust or exploit a character or social group. This plays out in a branching narrative, similar to many story-driven games and interactive fiction.

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95% of what will appear on the screen are events through her eyes. This includes the room that you’re in, to the computer hologram pop-ups that greet you. This was a design decision that took a while to articulate, since I do want the protagonist’s face to show up now and then, but I also want to maintain immersion of a singular perspective.

This is a first design for the UI, where one character talks to you. The character will have expressions to match what they are saying, but will generally be static, similar in style with many Visual Novels. The self-cam shows Chloe’s face or nearby proximity as appropriate for the scene, and sometimes no image feed at all. Since this scene is early in the game, I chose to crop in on her eyes and reveal her full appearance over time.

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This UI design is still preliminary, and there will be other configurations in other scenes so that the holo-screens do not block a particular focal point in the background. The background is fully 3D in Unity 5, and takes advantage of its physical shaders, and therefore can include atmospheric effects such as shifting light rays, reflective moving surfaces, and much more.

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The second major game mechanic that I’ve been testing lately is the ability to find key information and extrapolate emotional narration from our main character without the use of flashbacks. This one is structured around Chloe’s playground – her hackspace – and lets the player scroll through an isometric space to find and read information. Another design consideration is that I have to consider how to write for something that will likely be read out of order – an interesting premise! The player also pieces together the architectural space gradually, which can give more flavour or clues as to what the narrative slices are about.

*Note: The grainy, blurry quality of the GIF above is because it was very compressed for web! Rest assured that the textures look better in Unity realtime, or as a Video file.

I’m quite excited about both of these gameplay trajectories as Solace State starts feeling much more interactive! Thanks for reading!

A lot has changed over the past months for how Solace State looked, told its story, and played out. I had expected development to be a thoroughly transformative process, and it has not disappointed me. I read up on a number of studies that examined political resistance, as well as cyberspace as the new frontier for civil struggles, and it led to a number of broad changes both to narrative and to gameplay itself.

Here’s a new introduction to the project…

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The Premise
“Our future, our design!” In 2038, Abraxa Harbour city-state is hailed by its wealthy as the crowning jewel of thriving markets and cosmopolitan culture, at odds with the increasing number of destitute who live in the shadows of its skyscrapers. But this is the year that even students and workers see their future dwindling away, and they rally to form a society different from what the city’s strongholds have authorized. A young woman, Chloe, is in many ways an outsider, a newcomer who finds Abraxa full of forbidden and cryptic histories. But she must strike deep into the storied urban streets in order to reunite with her friends, who have embedded and braced themselves to defend their livelihoods. Can she reunite them across ideological divisions, or are some of them better off alone with their ambitions? With her machine-aided perception to see into reclusive worlds and associations, how will Chloe negotiate her hopes and fears in the midst of turbulent revolution?

Visual Novel Features

  • A unconventional story set in a sci-fi city that focuses on the human stories of negotiation and social trust
  • What dialogue and actions you chose matters to the outcome of the game and the characters around you
  • Hand-drawn characters and handcrafted 3D backgrounds
  • Unique introspective scenes where you must “hack a 3D space” to find the internal monologue

Why a game?:
Solace State is an imaginary vision of participatory citizenship and negotiation between some very differing groups of people. It makes sense that players can engage with the narrative through various menus of choices that are reflexive of their own values. The sci-fi elements of the story allow the protagonist to quickly wrest information from the world and make strategic decisions. But most simply, this is a game with a story about people who often feel like outsiders, who are overlooked, but can come together to create new emergent livelihoods. Because I want to portray both utopic and dystopic elements, I feel like a game form can give me the greatest range of affective outcomes and not just show one tone or atmosphere, given that you can chose a path in the story. Above all, the players can interpret whether the story is utopic or dystopic themselves.

Game Engine:
Built in Unity 5, so that I can take advantage of the asset store for visual novel tools, as well as full 3D engine and realtime lighting capabilities.

Pt 2: History of Development:

I started ruminating on the idea of a game about a futuristic student-led society since early 2013, when I had just completed a game arts & VFX internship in Hong Kong. I was traveling in East Asia and was having conversations with friends and artists there about our histories and civil identities. In Nov-Dec 2013, a group of friends and I put together a 5-minute playable level in Unity as a proof-of-concept. Back then, the game was called Babel. It featured point-and-click puzzles and voice-over narration in a 3D environment built for first-person exploration.

Something didn’t quite grasp the agency and atmosphere that I wanted to convey in the first playable demo. The puzzles weren’t very good, and each of us in the team were considering longer-term job opportunities at the time. We put the project on indeterminable hold. In Fall 2014, outside of a couple of short-term freelance engagements, I returned to developing this game.

After some consultation with programming and design friends, I realized that I really needed to hone in the script first for it to be a narrative-driven game, and that my gameplay will be informed by the key characteristics of the narrative. This may seem counter-intuitive for a lot of general how-to-dev guides that demand focus on gameplay first, but for me, interaction cannot be divorced from narrative action in a text-heavy game. Finally, it did not seem like I was fighting with gameplay ideas that could barely move past the prototype stage because the narrative seemed like flavor, not a key feature, and that was not necessarily something I wanted to produce for this particular game.

Thus, through the remaining months of 2014 and early 2015, I drafted a cyberpunk story with an outline for the general arches of narrative action. I had a much better grasp of what I was going for, and Solace State as a name reflects both sci-fi and political overtures. I created a trailer in Feb 2015 to solidify the atmosphere and tone. I knew clearly what I want to highlight for Solace State: Conversations and building relationships and trust between characters. Which brings us to now: As a solo developer, I currently balance my time between design, game engine work, writing, and artwork.

Art style (a continued odyssey):

In Dec 2013, the game was a 3D exploration puzzler, and the models were realistically proportioned but had a very painterly texture to them.

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By Feb 2015, I have found a simpler style: Banksy-like graphical style with painterly 2D backgrounds.

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Now, I’m finding an in-between: 2D illustrated characters that will have more diverse facial expressions and a hand-drawn look. I am experimenting with 2.5D backgrounds and 3D scenes.

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Shown above: A Ren’Py prototype from Aug 2015. The art got a bit too convoluted, and I want a separation between characters and backdrop (kind of like Disney’s different styles between character and background art).

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This is a realtime prototype in Unity, created Sept 13, 2015. I want to see how I can push this with 2D flatty character art.