Blood, Tears and Cold Sweat
Diary entry by Ryan Porter
I look down and see deep cuts in my still young skin, everywhere. Incisions that have never been so conscious to me, as in this moment. Time at sea has left its mark. And so I look in the faces of my comrades and suddenly notice things that I could still suppress: decay and decomposition.
You can read in the face of a pirate like in an open book. The deep wrinkles on the forehead of each pirate tell of depressing events, fears and worries. Swollen, clouded eyes express the melancholy that comes over a pirate when, after weeks and months on the high seas, he thinks of his left-behind family; a reminder that grows fainter with increasing distance from home and is eventually obscured by the dense fog.
In the skin, all experiences on board are like deep, incised memories. A skin that grows thicker and thicker with increasing duration to fend off all the new, terrible things and not to let into the soul. But as thick as the skin is, some experiences are absorbed into the deep core of every man, gradually dissolve our inner self and suddenly stand at night as cold cold sweat on our forehead. These are the worst moments ...
To fill the void in us, we pour the rum into us in large quantities or overwhelm our fears with loud laughter. Others, in turn, crawl into their beds ... or suddenly rush into cold death.
These events happen more and more frequently just after we recently anchored in the small bay. We've been here for days, but the initial joy of seeing the country again after many months has unfortunately passed quickly. The land is thickly covered with ancient, bare oak trees. Only a few columns of smoke in the far distance testify to possible civilization.
The crew is increasingly coming up with a feeling of fear and loneliness. Our last rations have become moldy and even the rum tastes rancid. Many have become ill and are suffering from severe pain in their beds ...
Scurvy - the plague of the sailors
Dear Oak Island community,
Once again, you have been waiting quite a long time, but this time we were unfortunately delayed by a series of unpleasant events. For many weeks of this first trimester, most of our team was sick in bed; it was the fault of the bad European flu, which out of the sudden had really caused us extreme trouble. It was not just a bit of a cough and a cold, but a really bad case of high fever, chills and a severe bronchitis.
That sickness unfortunately threw us back a bit, because we had to anchor for a while. As such we did not get along as well as we had imagined. That's why this update was written much later than we had planned.
These unforeseen events are unfortunately part of the life of a game developer. We can only be glad that we are now well again and can continue our work concentrated. :) Of course, we have made a lot of progress in the past few weeks.
Welcome to the new update of the Mystery of Oak Island !!
Working on the video sequences
Still a dominant theme in our current work are the video sequences. A normal adventure game of this kind usually has 2-3 smaller video sequences, which should drive the action and provide a change. In Oak Island, however, there will be far more videos to marvel at.
Well 20 elaborate video sequences planned by us, which connect the action strands and make the events exciting. We like to use videos to show things that we can not portray in the normal game view. Furthermore, we often provide a cinematic narrative.
Since the films always go through several development stages, a final film needs several weeks of intensive development time depending on the length and requirements.
Just the development of textures, lighting and the gestures / facial expressions of the characters is incredibly time-consuming and brings some to the verge of despair.
Ship movements and other effects
We have several places in the game where a rigid camera is not the best choice or having a zoom or wobble effects to improve the realism. Accordingly, our engine programmers have gone to work and created more opportunities or scripts programmed to allow us the desired situations.
In a chapter in which one plays aboard a pirate ship, the scene, including all objects, moves up and down with the waves of the ocean - and also to the side threateningly. We think this effect creates a lot more atmosphere and we are very happy with the result - especially considering the fact that our game is presented with a 2D technique.
We are very pleased with the result of the dynamic scene movement, which was a small challenge for our 2D engine.
Do you like Mini Games?
Minigames are one of the most controversially discussed topics in an adventure game. At the beginning of the game, we did not plan to have any mini-games for Oak Island, but now, after many internal discussions and evaluations, we are reconsidering, because the content of the game has quite a few approaches - for example, mechanical puzzle games.
We are still looking for gifted voice actors
We are very happy that our last update has helped us receive quite a few promising voice actors. If you have a great voice and good quality recording equipment, you can apply to us for a voice role.
Send us a well-emphasized audio recording with the following text "The ship left the harbor and headed for the ocean, I'm scared ... but I can not go back, I feel this will be my last trip."Based on the recording we are able to assess your voice, the technique and the emphasis you put into the words. :)
Thank you very much in advance !!
Still missing supporter pictures
Most of you guys already sent us your pictures and some of you were very creative. If you are a high tier supporter and did not send us your picture yet, please do it now as we will need it very soon.
If You are not a high tier supporter but want to become part of the Oak Island Museum?
You can expect a great place at the "Oak Island Museum", including your name and your picture. We want to use your pictures and some editing, transition them into the game. All these pictures will be shown in the Oak Island Museum.
It's easy to join our VIP supporter group by raising your pledge via Paypal. Please contact us at email@example.com and we will manage this together. Or just use the payment offers that you find in the foot of this update. Thank you! :)
Kill the Pareto Principle alltogether
Do you know the Pareto principle? It is a kind of statistical approach that we too are currently experiencing.
The pareto principle, named after Vilfredo Pareto (1848-1923), also called the Pareto effect or the 80-to-20 rule, states that 80% of the results are achieved with 20% of the total effort. The remaining 20% of the results require 80% of the most work.
This effect - which we know from our own work - is due to the fact that you can progress very quickly with rough work. But when it comes to subtleties (textures, gestures and facial expressions, lighting) this work eats a lot of extra time.
Please help us to kill this dumb principle. Nobody needs that shit. ^^
DIGITAL STANDARD EDITION
Price: 15€ / 17$ /~13£
Price: 15€ / 17$ /~13£
Get the game as a digital download, DRM free on PC, Mac or Linux (+ Steam key).
DIGITAL SPECIAL EDITION
Price: 25€ / 29$ / 22£
Get the game as a digital download, DRM free on PC, Mac or Linux (+ Steam key), including the awesome orchestral soundtrack, several digital add-ons (posters, T-shirt files and 3 great wallpapers) and an extended digital game manual.
MAJESTIC COLLECTORS BOX
Price: 95€ / 108$ / 93£
You receive the majestic boxed version of the game in an elaborately designed package, including the game on DVD, the extended orchestral soundtrack on a single CD, a printed game manual, prominent thanks in the game’s credits AND we will honor your amazing support by adding your NAME AND PICTURE to our game manual!
Thank you very much for your patience and your fantastic support!
The Oak Island Team
P.S.: You can always contact us by sending an e-mail to firstname.lastname@example.org