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Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
5,953 backers pledged $144,960 to help bring this project to life.

New player has arrived + designing a scene

Posted by Asthree Works (Creator)

Greetings from paradise! It’s been a tough month, picking ourselves up since we separated from our previous partner. We’ve been speeding things up and working 24/7 in order to coordinate with our new programmer before coming back to the normal workflow. Many stuff had to be rearranged and the game’s code has been started from scratch... I know it may sound crazy, but it was the only thing we could do at the moment. Luckily, we were able to implement all mechanics very fast and use our previous experience to progress in the development. We don’t want to go over the limit stepping aside from deadlines and repeating the same mistakes we had at the beginning. We are giving priority to make things right and have a better planning to complete PLFC as soon as possible.

Taking on the programming issue, you have to think that making a game is a convoluted process that requires a lot of testing and constantly redo of code. We want to ensure that everything works perfectly before showing you new gameplay material and send a sneak peak of Paradise Lost to all the backers. I know we are putting your temper at test... hope you could forgive us for the damn troubles.

Half man, half machine

We want to introduce you our new team member and the responsible of making the game works, Carlos G. Mangas. Carlos is a big passionate about video games (specially the Nintendo ones), computing and artificial intelligence. He’s taking charge of anything that involves coding and develop of tools for Paradise Lost. The most important thing is that he is excited about the project and is giving the 100% of his effort and time to develop the game you all deserve.

Say hi to our backers, Carlos!

Giving live to the G.E.R. facility

Considering that we’ve been ultra focused recomposing the game, we didn’t have so much time to prepare new stuff (aside spoiler material), so we decided to show you how we build a stage step by step. The example above was one pain in the ass in terms of design and assembling, the stairs section. You know why? check it out:

1 Concepts

First of all we draw quick sketches of the scene, focusing on the overall look and functionality. This is the part where we think about the possible puzzles and different kind of situations you can afford with the minimum elements, in order to keep a balance between variety (for the players) and reusability (for the engine).

Another thing to consider is how we’re going to design platforms and surfaces to move through. Subject W give us a lot of headaches in this matter because its pivot is wider than the human ones, and the sprite looks horrible over corners. We decided to add depth to the stairs so the base doesn't show empty pixels standing in the air.

This kind of things are decided right now, trying to solve all possible complications before the problems appear in the game. At this moment we don’t look at the kind of tiles we can use in order to not restrain our ideas about design.

2 Organization and first steps

Now with the general idea in mind it’s time to go digital and select the elements that will take part of the scene. Before doing the new pieces that are characteristic of this area we look to previous files, searching elements that could be reusable. It is common on the scenes that take part of the same level to share visual parts and have a similar aesthetic in terms of colors and materials. For example, in this case parts of the background like the wall pieces, ceilings or the structure blocks are reused tiles from the main corridors.

3 Design and color

At this point we draw the characteristic elements of the stage. Usually we take on different objects at the same time, using our standard palettes to represent particular materials. For this area we wanted a more industrial feeling, with exposed metal textures for the vertical tiles and stairs.

4 Polishing things and color balance

It’s time to improve the appearance of the different pieces and assemble them together to see if everything fits good. After all things are finished, we apply parallel shadows, gradients, curves and hue layers to have an homogeneous look. Here's the evolution of the scene:

5 Splitting the stage

With everything designed we must separate the different things in layers to add them into the game’s engine. The components are distributed in six groups: foreground, characters, interactive objects, decoration, background and second background (behind-glass rooms and elevators). Some pieces must be slightly modified to obtain perfectly tileable pieces. The stairs zone had to be assembled in vertical, so this element must fit for different heights. In order to elude visual repetitions we add objects from the deco layer, giving a different look to the same tiles.

 6 Done!

This is how a 2 heights stairs area looks like:

Well, that’s all folks! Don’t forget to make a little push to other interesting projects right now on Kickstarter like the emotive That Dragon Cancer or the fantastic Crossing Souls, an old-school adventure with original 80’s like cutscenes.

Johnny Johnson, Daniel, and 44 more people like this update.


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    1. Miguel Esteban on

      I understand what you say, but I also think that parallax could be great.
      May be not in whole the game, but in some cases like this one:…

      Whatever, it looks great. Your game, your rules ;)

    2. Dreamslandia Guild on

      @Robert Silesius I think parallax is not that good for pixel renders, since some of parallax needs to be blurred (for the very front of view) to add more depth. This update is fantastic and can't wait to have the game. Wishing you guys the best Christmas time as well! Keep up the great work @Asthree Works!!

    3. Missing avatar

      Nick Frushour on

      Great update! This is the kind of update I like to see. It not only explains, but shows exactly what you've been working on and how you've been working on. Keep it up!

    4. Asthree Works 2-time creator on

      @Robert Silesius the problem of pixel perfect parallax is more about distribution of elements and their final position in the scene (too much distance in objects that we didn't want, etc...) Anyway we are open to all ideas :)
      thanks for the tip!

    5. Missing avatar

      Robert Silesius on

      @Asthree Works have you tried pixel perfect smooth parallax scrolling which is coded to always come at a rest at even pixels using an easing effect?

    6. Asthree Works 2-time creator on

      @Robert Silesius is easier to identify everything with the scene at full HD. Anyway we hear all the opinions and if some things are difficult to recognize, it's easy to add more contrast between layers or shadow gradients.
      Anyway, we discarded the parallax effect... it's hard to make a pixel perfect alignment when the different elements are in motion (looking horrible when the player stops), and if they are attached to a pixel grid the displacement is very rough.

    7. Missing avatar

      Robert Silesius on

      I have to say that with all the detail in the background, the scene becomes rather busy and difficult to read.

      Would you consider adding a slight parallax effect to the background to separate them better?

    8. Hemisphere Ormsby on

      Great update! adding depth to the stairs is the way to go, they look and work far superior

    9. J.L. on

      Neat. Keep up the good work! (c:

    10. Zombra on

      Cool! Delays understandable. Not angry! Very much looking forward to PLFC!

    11. Missing avatar

      Ryan McElderry on

      Thanks for an interesting insight, I look forward to eventually playing it.