Blog Archive

Tuesday, February 16, 2016

When It Rains It Pours

Added rainy weather conditions to the outdoor map as well as spruced up the ground-cover a bit. It looks much better in motion! He's in his underwear just because we thought it was funny.

Wednesday, February 10, 2016

Pause For A Second

I added a pause menu to TIE over the last couple of days in my spare time with a bit of help as it turned out to be a little more work than I expected. I got acquainted with Unity's audio mixers and set the games audio up on the correct mixer groups, and plugged it into the shiny new pause menu. There's your basic Music and Sound control sliders, an option to enable/disable post effects for slower computers, and a little aesthetic option for the mouse cursor to have a trail of sorts. The controller would open up the controller mapping screen which is still a work in progress. Other than that I've been cleaning up the project and optimizing where I can. We'll have more about the trailer a little later, we want it to be perfect! Until then I'll be updating the website with new screenshots, doing a few layout things, and uploading a few goodies so expect that in the coming days. :)

Friday, January 15, 2016

I'm Bad At This Blogging, But The Game Is Okay!

Well, long time no post, but TIE is nearly finished and still alive! I'm just awful at updating a blog, however, I somehow manage to update my Unity/TIG threads from time to time, so apologies and here are the links to those below:

So a bunch has changed since the last blog post for the uninformed, we have a new team member Aeron, who has contributed a massive amount of time and code to this, giving me more time to focus on art and the actual state of the game. We've been hard at work polishing all sorts of things, Jeremy has revamped a lot of the sound and added countless new sounds to the game for objects of all types, from toilets, to light-switches, air conditioning units, to you name it; and is still working on more. Aeron has fleshed out a lot of the technicalities we've faced trying to get the game to feel a certain way, from NPC behaviors, to fades, and all mannerisms of smaller utilities. He has been essential to the progress we are making as a team. I've been doing loads of new art and setting up all the scenes with the proper interactions and making sure they function correctly, we're happy to announce that we completed our first full in-game day which is huge, we know what to expect from the rest (wip of course), and all that needs be done is editting/tweaking of existing interactions.

We're starting work on a trailer, so that you guys can finally see what this is all about. Jeremy and I have a pretty killer plot for players to go through, and we cannot wait for you guys to able to see/play it, it'll be an experience guaranteed to stick with you long after playing.

As has been planned since development started, TIE will remain free of charge to play on Mac, Windows, Linux, and of course, webplayer. And if your itching for something a little more, you can always check out the games official soundtrack on Jeremy's bandcamp page:

You'll also get two bonus songs, "happy thoughts" and "drifter" and a valentines day wallpaper out of it
so check it out! Whelp, that's about it for now...

...however, we'll have much more soon.
Stay tuned.

Thursday, May 7, 2015

Porting & Polish

We have progress to report! So, the biggest thing is that I've decided to port the games code from JS to C#, learning a new language hasn't been the easiest thing in the world but I'm getting the hang of it and our rework of the game is looking and functioning quite nicely. That said, let me show you what we've been working on.

In the last blog post I mentioned a face-lift to the games graphics. We've updated the lighting and it's resolution, as well as added a few image effects such as thanks to the new Unity release. We're using a new animation system that has enabled us to add little touches like idle animations and interact animations, which has really made the game feel a lot more alive than before. 

One thing that's been clear to us is that the game lacks the basic functionality of a narrative centered game. You can't zoom the camera, and you can't move the camera around, despite being able to interact with all of these objects and people. We want too take a more narrative based approach with the controls, you can now zoom the camera in and out, and we also want to make it so you can scroll left/right with the mouse if has left either edge of the screen. So, without further ado.

More to come soon...

Thursday, March 19, 2015

Miss Us?

Hey guys! Miss us? Finally got a PC (much nicer than the last) situated through the kindness of the Unity dev community and we're here to finish up TIE (cat sprayed my old one and it fried and I lost everything!). Upon starting the project I hadn't looked at in nearly a year I was initially intimidated, especially since I hadn't been doing any game dev of any type, I didn't recognize a whole lot off the top of my head and it was definitely back to seeing what make the project tick, not to mention updated tools and the like, but we are finally ready to announce our game plan!

In a way we are restarting the project, but not from scratch. We are salvaging our art and most of the code, but we found it might be easier to continue development if the game worked start to finish before injecting all of our art assets and interactions. We plan on a functional build that would allow the player to go from the first day of the week too the last, completing the game, then going back, adding our interactions, new writing, and last but not least our art, which will also be receiving a face-lift as well as some minor tweaking to things like animations (and in addition more of them) audio, and lighting. 

We are thrilled to be working on this again and we would love to have you follow our progress, there will be much more soon...

For now, I've been writing something that has been needed and more or less left incomplete throughout the course of development and that is the 'day manager'. This manager will keep track of the scenes mashed into a day(s), and will hold variables that change over the course of a day(s) to open up options for more game-play related changes as you progress through the week, and I'm happy to report that it is working just fine. We've also been revamping and editing the audio a tad as well, and fixing (again) many of the bugs that plagued the original project. We can't wait to share our progress with you in the next build but for now...

Monday, August 25, 2014

Technical Difficulties

Well my computer fried which means I won't be working on TIE until I get my hands on a new one, but it has already been quite some time. I have backups of everything, except for the most recent build (which isn't public). It contained various bug fixes, such as working collision and the return of reflections, I had also populated the office map with working NPC's and made a few art tweaks here and there, most notably improving readability and layout of the office map. It isn't all bad though, Jeremy and I have been talking and he is working on some new sounds such as a better bus engine and pulling up effect, office ambience, and most notably interaction sounds that blend with the music as it's playing. We are creating a slew of interaction sounds for all sorts of different interactions. Already you may notice if you speak to a character, and the response is hostile or orthodox, a different interaction sound plays than normal, we plan to broaden this range of sound and interaction.

That's unfortunately all we have for you guy's for now, but we'll be sure to keep you guys posted...

Tuesday, June 3, 2014

Where We Are

So I've added a few things to the outdoor level, most notably trees and a backyard area. I've also expanded upon the field some but I don't think I'm quite ready to show that yet. Jeremy is in the process of creating new sounds for the bus as well as making some more proper sounds for things like the door opening/closing and the electrical hum that will emit from the power box.  However, this leaves the outdoor area pretty much done, so the question being, where are we at now and what's next. At the moment TIE functions at a basic level, you can walk around, explore other areas, and interact with that area's inhabitants; but I feel it's lacking in the forms of character personality and narrative (what TIE is about). I'll be implementing thoughts into the game soon, and that will do a great deal alleviate part's of these issues, but in the grand scheme of things I want the player to feel that world is connected and dynamic to an extent.

The first step in doing this is NPC movement. Having the characters pace back and forth waiting for the bus to arrive, getting up and shifting around the bus, reporting to their superiors at work, maybe even turning around to look at objects that may be of the player's interest.

The second step is NPC's acknowledging interactions you have already made and one's you've yet to make. For example, people may complement you on how you look if you took the time to use the shower before work, or speak about you in the open if you are at work and not working.

But not before these NPC's have a place to work, keep an eye out for the office map and a new build... :)

EDIT: Updated the screenshots to the newest version, also updated the Media page.

Sunday, May 18, 2014

TIE v1.07 Take The Bus Ride That Never Ends

So sorry the build wasn't exactly out 'soon'. I had a few issues building to webplayer that rendered the game unplayable. But enough of that, this build is pretty big as mouse support has been implemented (although not completely, also huge shout out to David Debnar for help with this). Clicking on anything from the picture on the wall in the bedroom to the mailbox outside will give feedback. While your outside you can wait for bus to pull up and take you to work (although technically the work part of that isn't done), so prepare for a long ride.


A, D - Movement

LMB, E - Interact 

Z, X - Cycle Songs

(use E to board the bus and leave levels)

The official soundtrack is present in this build, and you can check it out on Bandcamp if you haven't already. We'd love to hear any comments or feedback you guy's might have for us. Enjoy!

Sunday, May 11, 2014

TIE - Official Soundtrack Release

Hi, this is Jeremy! I've been working on the sound for this game for some time, and I'm excited to finally be able to release the soundtrack for you folks to listen to and download! Check out the link below. 

We'd love to know what you think, so please feel free to comment and share some feedback :) 

There's also a new build coming with a new map for you to explore, so keep your eyes peeled for that as well!

Sunday, April 27, 2014

TIE v1.06 & A Few Other Things

It's been awhile since I've posted here, and I have lots to share with you guys! So the first thing is the outdoors level, there has been a lot of progress on it since the last time everyone has seen it. I was having a hard time making the map feel 'full' before, so I got the idea to place the main character on a sort of middle ground so that I could layer detail objects around him. The final result looks much better than before, and you can play it here:

A, D - Movement

E, LMB - Interact

You must be dressed for work in able to use the leave interaction and go outside.
Next up, I'd like welcome Niko and Veronik too the team. Niko has contributed some instrumental bit's too some of our songs and Veronik is our vocalist. She'll be contributing vocals to both the soundtrack and some of the in game sound effects. So far the soundtrack has been one large collaborative effort and we can't wait for you to hear it in it's entirety.
Lastly is something that Jeremy and I came up with in order for the player to get a better understanding of the character and the situations he will be placed in. Thoughts. Holding down space (very soon) will start to make black/white lettering (depending on the background color) come up from out of the characters head, forming together to make readable thoughts. The main character will have thoughts in every area of the game, as we plan on this feature being dynamically accessible.

Function-wise, mouse support is still a work in progress, however, the cursor and visual feedback for clicking works, but not button detection.

That's about all we have for now, but there will definitely be more soon! Thanks for reading.

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