Technology behind the game
We have created a framework for accurate presentation of pixels on-screen, or what everyone knows these days as ‘pixel perfect’. First we settled for a “virtual frame” resolution of a fixed 360 pixel height, and its corresponding width (calculated from the aspect ratio of your monitor). Then we let the player choose among different ways to upscale the “virtual frame” selecting between preserving pixel-perfect (with letterboxing or cropping) or just doing whatever is needed to fill the screen. Regardless of your monitor configuration you will have pixel-perfect if you want it, or just regular upscaled full-screen if that’s what you prefer.
On top of this, we will include a filter selector that adds scan-lines and other visual “aberrations” to simulate the feel of several arcade/retro platforms! This nice touch was a courtesy of you crushing the $90,000 stretch goal in little more than 48h!
Pixel art is at the core of 'Blasphemous', both in the scenery and character elements. So far we have shown you pure handmade, pixel by pixel assets. We want this to remain the case, but, additionally we want to perform a certain research on eye candy techniques that may be applied on top of that to make everything look more dynamic and vivid.
We are playing around with the concept of permablood: make the blood splatter out of the bodies with a combination of hand-painted sprites and physical particles, and then let them stain the floors and walls permanently.
We are also experimenting with objects that react and move physically, but they remain on point with the rest of the hand-painted pixels. And finally, we really could use some more dynamics in water and other fluids.
Powerful AI System
Our goal is to create an AI system that is able to deliver powerful, challenging and meaningful opponents for you to fight against. But we’re not stopping there, we also want an AI system that is able to impersonate a human player! “Why?” You’d ask. We want to take advantage of what is know as “automated testing” which is having the game being able to play itself overnight, finding holes in the collisions of the level and other systematic bugs. That would allow us to deliver a better quality game, despite not having key resources (like a dedicated QA department in the studio).
Cloud based features are and will always be optional.The game will work just fine without an internet connection. But if you have one, you can opt in for online features:
- Persistent boss creature: There’s a hideous, ancient and indestructible creature in Orthodoxia, brought back by the grace of The Twisted One each time it is slayed. You can try your luck against this creature and if you are skilled enough to beat this optional boss, it will be reborn a little bit tougher, in every other player’s playthrough.
- Campaign extensions: We have designed a feature that will enable us to put more stuff within the campaign, without requiring the players to update the game. This feature requires an internet connection, and hence they would be completely optional. Our goal is, once the game launches, having weekly challenges or easter eggs the community will have to work together to solve.
- Seeds: Exploring the lands of Orthodoxia you might find scattered seeds. Collect them to progressively unlock a library of seeds in your inventory. At any point you can choose one and have it planted in the ground. The seed will eventually grow into a plant, but in someone else’s playthrough! When exploring, you might find fully grown plants placed by other players, which you can collect and consume. The effects these produce depend on the type of seed used by the player who planted it, and you won’t know which type they used, so the consequences will be a surprise for you.