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Heyas, been having some break in POVing for a while now, but still here and
alive. :D For the last year or two been busy creating music for a side-project
and also coding my old-school space adventure game in addition to other life
matters. Anyway, here's an image from '19 that I revisited some time ago and
replaced the central object that originally was a random flower kind of thingy
but now follows the actual game story/lore. Thus, a frame for a mysterious
device is in place.
Also, slight pixelation added in post-processing for that lil' pinch of older
game feel to it. :) Furthermore, this image will actually be the title screen
for the sequel, once I get that far ofc. This is a kind of a lifework that I
started in 2018, and so far having plenty of material for several game parts
already. But at least I've got a lot of plans for the upcoming years and even
decades so that life won't get boring any time soon. :D
For those interested in this project of mine, feel free to visit my blog (which
I admit I update way too rarely, heh):
- https://alienroosterhead.com/
Soundtracks I've made so far:
- https://soundcloud.com/alienroosterhead
Post a reply to this message
Attachments:
Download 'rg15_upper_res_pix_01.png' (313 KB)
Preview of image 'rg15_upper_res_pix_01.png'
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"Pekka Aho" <kuu### [at] gmailcom> wrote:
> Heyas, been having some break in POVing for a while now, but still here and
> alive. :D For the last year or two been busy creating music for a side-project
> and also coding my old-school space adventure game in addition to other life
> matters. Anyway, here's an image from '19 that I revisited some time ago and
> replaced the central object that originally was a random flower kind of thingy
> but now follows the actual game story/lore. Thus, a frame for a mysterious
> device is in place.
>
> Also, slight pixelation added in post-processing for that lil' pinch of older
> game feel to it. :) Furthermore, this image will actually be the title screen
> for the sequel, once I get that far ofc. This is a kind of a lifework that I
> started in 2018, and so far having plenty of material for several game parts
> already. But at least I've got a lot of plans for the upcoming years and even
> decades so that life won't get boring any time soon. :D
>
> For those interested in this project of mine, feel free to visit my blog (which
> I admit I update way too rarely, heh):
> - https://alienroosterhead.com/
>
> Soundtracks I've made so far:
> - https://soundcloud.com/alienroosterhead
Very cool Pekka. I love the image - a place I'd like to visit. - works well for
your blog masthead. Your soundtracks are hypnotic - very well. What is Roosters!
programmed with? Would love to check it out.
Mike.
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"Mike Miller" <mil### [at] gmailcom> wrote:
>
> Very cool Pekka. I love the image - a place I'd like to visit. - works well for
> your blog masthead. Your soundtracks are hypnotic - very well. What is Roosters!
> programmed with? Would love to check it out.
> Mike.
Many thanks & cheers! :)
The game is programmed with Godot Engine: https://godotengine.org/
It's been fairly easy get into, the native GDScript is based on Python, the IDE
is lightweight, small in size (just some 75MB for IDE + 560MB for export
template) and runs nice and smooth. Also fits perfectly for my minimalistic
indie/hobbyist needs and excellent for creating classic / old-school 2D games.
Absolutely loving it!
Currently I haven't got any official demo/test versions publicly available, but
I'll send you some info n stuff via email. :)
Attached is another image from the sequel; the 1st game will be quite minimal in
gfx and the parts after v1.0 will be more visual, so as I already have some
sketches for future plans at hands, might as well show one or two of those, heh.
Stylistically I've decided to stick with basic CSG and almost naivistic looks so
that while the game itself resonates mechanics of f.ex. the old Sierra games of
the 80's (which I pretty much grew up with), the graphics try to capture some
atmospheres from the early renderings in games during the 1st half of the 90's
(I loved all that pre-rendered stuff of those times). :)
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Preview of image 'rg15_char_items_pix_promo.png'
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On 17/03/2023 00:24, Pekka Aho wrote:
> Attached is another image from the sequel; the 1st game will be quite minimal in
> gfx and the parts after v1.0 will be more visual, so as I already have some
> sketches for future plans at hands, might as well show one or two of those, heh.
> Stylistically I've decided to stick with basic CSG and almost naivistic looks so
> that while the game itself resonates mechanics of f.ex. the old Sierra games of
> the 80's (which I pretty much grew up with), the graphics try to capture some
> atmospheres from the early renderings in games during the 1st half of the 90's
> (I loved all that pre-rendered stuff of those times). :)
Hi,
I like your style and approach, Sierra games was my favorites and still
remains - no pseudo-realistic expensive graphics, but intriguing
narrative and gameplay.
Space Quest forever !
https://dos.zone/space-quest-chapter-i-the-sarien-encounter-oct-1986/
--
YB
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yesbird <sya### [at] gmailcom> wrote:
>
> Hi,
> I like your style and approach, Sierra games was my favorites and still
> remains - no pseudo-realistic expensive graphics, but intriguing
> narrative and gameplay.
>
Many thanks! :)
Classic adventures and point & click games have always been my nr. 1 genre of
all, and one of my biggest dreams back in my childhood times was to one day have
a game of my very own up and existing. Ofc, I made some short and simple text
adventures with QBasic during the 90's, but the original dream of a more
"proper" game is now finally becoming true. :)
yesbird <sya### [at] gmailcom> wrote:
>
> Space Quest forever !
> https://dos.zone/space-quest-chapter-i-the-sarien-encounter-oct-1986/
>
Ah yes indeed! Space Quest 1 was the first Sierra game I ever played and my
absolute personal favourite of the series. Actually, just recently I've been
playing through the SQ series starting from the beginning, and at the moment
I've got SQ4 on the go. :D I tend to make these nostalgy trips with old games
every now and then. For example, last year I played through all Larry games and
before that I had the good ol' Monkey Island series rollin' (Lucasarts
adventures ftw as well!). And now, after I'm once again done with the SQ series,
I've got King's Quest and Police Quest next in line. :)
Cheers! :)
PS. Here's also an in-game screenshot of the 1st game under development. The
looks are minimal at this point: the characters are all made in POV and there
will be some bigger close-ups of the renderings on certain phases during the
playing progression, but everything else is just lines and text. The emphasis is
in narrative, wacky events and light puzzles, and the controls are
straightforward too: arrow keys move the character and all interactions happen
through simplified command line input, ie. "look door", "use item" etc. :D
Post a reply to this message
Attachments:
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Preview of image 'roosters_v10_in-game_scr_1280.png'
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Here's another one. :)
PS. Plenty of DOS era stuff included. :D
Post a reply to this message
Attachments:
Download 'roosters_v10_in-game_scr_1280_2.png' (188 KB)
Preview of image 'roosters_v10_in-game_scr_1280_2.png'
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On 19/03/2023 13:18, Pekka Aho wrote:
Hi,
> The emphasis is
> in narrative, wacky events and light puzzles, and the controls are
> straightforward too: arrow keys move the character and all interactions happen
> through simplified command line input, ie. "look door", "use item" etc. :D
And I even know why this emphasis is more attractive, then modern
AAA-class games (for me, at least): it gives more space for the player's
fantasy and this way the player is much more involved in the creative
process.
This is the reason why poetry is more interesting than prose, prose more
interesting than theatre, theatre more interesting than cinema.
You on the right way, good luck !
--
YB
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