Candle is a dynamic graphic adventure. It inherits the spirit of classic cinematic adventures like Out of This World or Flashback, and the gameplay mechanics of classic platformer adventures like Abe's Oddysee and Abe's Exoddus. However, Teku Studios wants it to go one step forward, and so they have brought together all the key features in those games to create a unique title focused on calm puzzle resolution but with a modern and dynamic control over the character.

The most important feature of the gameplay comes from a very specific ability of Teku, the main character: instead of a hand, he carries a candle that can be lit at certain spots, and he must do whatever he can to prevent it from being extinguished. The flame of the candle is key to solving many of the puzzles, as well as uncovering lots of secrets and clues.

But the gameplay does not drive the entire desing of Candle. Teku Studios came up with a risky and difficult idea: to create the entire graphics of the game in a traditional handmade way - not just faking it using the most common digital painting tools.

The whole graphics of the game are handmade painted with watercolors and ink, and then scanned in order to build the sprites of the environments, items, menus, etc. Also, the animations of every character and animal in the game are not digital, instead they are drawn and painted frame-by-frame, and then every single image is scanned for the animations spritesheets. Once each level, scene and character is created in Unity 4.3, the game gets a nice handmade look for the visuals.

Also, check out a bunch of Candle's themes!

Right now, people like Tim Schafer or American McGee are already talking about us!

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3 comments by ThatTekuGuy on Mar 21st, 2014

Finally, we're here with a new content update for you guys. First of all, I'd like to apologize for our complete absence. Fear not, the game is progressing well :) On the programming side Candle is mostly done on its core since January, and we have even been running some optimizations as well, on both computers and WiiU. However, the watercolour graphics are slower to produce than we expected, so it's taking longer to have new sprites, that's why we are now trying not to rush updates as before. Each new full scene (main zone, backgrounds, items, animated objects) is taking us around 2 weeks to be fully painted (many of them even more), and there will be around 25 scenes in the final game, so you can do the math. And that's just for the levels, so add some extra time for every character and all their animations (we have, literally, more than 200 watercolours painted, mostly on frame-by-frame character and in-game object animations). This is an insane process and we've been working like slaves lately, but it is such a rewarding experience that we barely noticed all the time we've spent on it!

Insane amount of work

Tons of new content

So, what exactly have we been doing all these months? The thing is that we've been interviewed a lot in the spanish media and podcasts, so spanish people have been reading news about us much more regularly. International media and podcasts are not as interested on Candle (yet!), so if someone out there wants to interview the team, just contact us through our web mails!

Now about the game: coding is not the big deal anymore, so the team has been focusing on having as much new art as possible. We now have several more scenes, items and characters working, and we've made a lot of improvements in our UIs making them finally functional.

Here you can see a plethora of new content, just for you! (we're not showing them in-game because we want to keep the game as much spoiler-free as possible for you)

Some in-game actions require dedicated animations

Teku will die in a wide variety of situations. Pick your favourite flavour

The UI system for Candle has also experienced a huge revamping. As always, since a screenshot is worth a thousand words...

Cute pause menus are cute

As Elena was designing all the interfaces and menus, we realized that a handmade approach wasn't what the game needed. The UIs felt odd and out of place and we wanted something more clear and distinctive, so she decided to go all-digital. You can see the results above. The menus feature the classic Options and Inventory panels, as well as a Controls panel (as a reminder) and the Tekupedia, a place where you can check for info on everything you discover through the game (new characters, places, animals...).

Speaking of which, we've also been working on some pop-up minigames. Through the game, Teku will find several interactive minigame panels to solve, for the sake of diversity. Not every gameplay mechanic is based on the candle, as there will be many items to pick up and use, the pop-up panels, etc. We're designing every puzzle and minigame in Candle so you need to pay attention to details. Often, you will get stuck somewhere until you do some exploration. We want Candle to be a very visual experience, and so the scenery is filled with subtle clues that will help you solving the puzzles. A tribal painting on a rock, the looks of some sculpture... Details are key, so pay attention to the environment.

Minigames! Investigate through the game to find the answers to solve the puzzles

Enemy AI

Possibly our biggest step forward in the development. As we told in our campaign, Teku isn't the only dude out there: Candle features two rival tribes, the Atipax and the Tumayku. The members of the Atipax tribe, the Wakcha, attack Teku's village at the begining of the game and that event drives the entire plot.

span>Since Teku can't attack, the gameplay with the Wakcha will involve some stealth sections to avoid being detected (trying not to make any noise, turning off the candle if it's at night...). As for killing them, Teku is not able to do that by himself, but there will be numerous ways to get rid of them, like traps to capture them. However, if Teku isn't successful... well, guess what.

Run for your life!

Audio and voiceover

We have also added a key element in making a game feel like it's a game: audio. We're making the first music tests and two more people joined the team to take care of the SFX design, and we are now throwing in lots of effects for basically anything that sounds (all kind of steps, ambients, sounds for particles, etc.). Now the game really feels like a compelling experience, rather that a silent character in Silentworld, and that helps us feeling excited when replaying some scenes for the thousandth time, which is nice.

Also, we are working on having awesome actors for the narrator voice throughout the game. Since we couldn't reach higher stretch goals during the campaign the voice acting will only be in english and spanish, but it will be top-notch, promise. We can't reveal anything for now, but the answer to 'who will make the voiceover?' will be a nice surprise for you when we talk about it.

The Beta

Candle's private Beta will arrive soon for all those who pledged for it. We will send you the first big zone (AKA "level") of the game, which will be up for 1-2 hours of regular gameplay. Then, as we make new scenes we will be updating it to the testers so you can give us enough feedback as we build new areas and puzzles for the final game. We want to send the first Beta builds around May, hope that we make it on time!

The Beta will only be available for PC, Mac or Linux. We will send you a survey very soon.

The future

'So, what about an estimate on the release?', you may think. Well, we first promised January and we couldn't make it, and although the development is progressing well, the watercolours are incredibly slow to produce and, as I wrote at the beginning of this post, everything is taking way longer that we initially expected. We can't reduce the level of detail of the paintings since that would be a huge downgrade for the game's quality, and we can't make digital sprites either because that would be pointless (Candle wouldn't make any sense without the actual handmade process).

Hand + made = Handmade! (sort of)

That's why we must announce that we don't have a firm release date anymore, even we can't know it for sure right now, so here it goes: When it's done. We still want to release Candle this 2014, but if we do make it you should expect a late release around Christmas, definitely not before.

On the bright side, we will now write updates on a more regular basis. They will still take some weeks to be posted, but we won't keep you wating another 3 months again. In the next updates we will introduce some characters, maybe show some new zones (although we really don't want to spoil anything). Lots of things!

Cheers,
-Mike

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stephenmbanham
stephenmbanham Dec 16 2013, 12:13pm says:

Hey! We're doing an Indie Of The Year special series on the Top 100! And we featured your game!

Check it out? Youtube.com

Thank you so much in advance! and we hope you like the video!

Alot of team effort went into it! So if you could help us out and spread the word we'd be so grateful and thanks again for your amazing game!!!

+1 vote     reply to comment
ThatTekuGuy
ThatTekuGuy Dec 16 2013, 2:16pm replied:

So nice of you! We tweeted your vid :)

+2 votes     reply to comment
stephenmbanham
stephenmbanham Dec 16 2013, 2:34pm replied:

Thanks a bunch! Really glad you liked the video!

+1 vote     reply to comment
Guest
Guest Dec 8 2013, 6:22am says:

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Aljenci
Aljenci Dec 1 2013, 12:18pm says:

Mucha suerte! Gran música :D

+2 votes     reply to comment
Guest
Guest Dec 2 2013, 4:59am replied:

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ThatTekuGuy
ThatTekuGuy Dec 1 2013, 2:06pm replied:

¡Gracias! :)

+1 vote     reply to comment
IronRata
IronRata Aug 13 2013, 2:21pm says:

Lo consiguieron Teku Studios, muy bien sigan así =D

+3 votes     reply to comment
Guest
Guest Aug 12 2013, 6:53am says:

Ánimo solo un empujoncito mas, espero que se consiga en estos cuatro días!

+2 votes     reply to comment
ThatTekuGuy
ThatTekuGuy Aug 13 2013, 11:41am replied:

¡Seguro que sí!

+1 vote     reply to comment
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Icon
Candle
Platforms
Windows, Mac, Linux, WiiU, PS4
Developer & Publisher
Teku Studios
Engine
Unity
Contact
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Official Page
Tekustudios.com
Release Date
Coming Q4 2014
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Style
Genre
Adventure
Theme
Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @thattekuguy, @tekustudios

RT @deadsynchro: “Dead Synchronicity” just won the Best 2D Visuals - Golden Cube at the 2014 Unity China Awards! :D T.co

12hours 13mins ago by tekustudios

@deadsynchro ¡Cojonudo, cómo me alegro!

12hours 13mins ago by thattekuguy

RT @deadsynchro: “Dead Synchronicity” just won the Best 2D Visuals - Golden Cube at the 2014 Unity China Awards! :D T.co

12hours 14mins ago by thattekuguy

@marcosyasif @apastor85 Es espectacular, pero me rompe mucho el tono sentado en la primera mitad de película. Quizá esperaba otra cosa

17hours 32mins ago by thattekuguy

@TweetsSaber And will you use the "refurbished" version of the cinematics that Joe Staten showcased in the Halo 3's special edition DVD?

18hours 50mins ago by thattekuguy

@TweetsSaber How is the team dealing with the original Halo 2 cinematics? Are you guys patching the texture loading issues? Would be nice

18hours 50mins ago by thattekuguy

@CertainAffinity And will you use the "refurbished" version of the cinematics that Joe Staten showcased in the Halo 3's special edition DVD?

18hours 50mins ago by thattekuguy

@CertainAffinity How is the team dealing with the original Halo 2 cinematics? Are you guys patching the texture loading issue? Would be nice

18hours 50mins ago by thattekuguy

@apastor85 @marcosyasif El tema de cómo surge su sociedad, su cultura, su lenguaje, su propia "humanidad"... es increíble. Los tanques no.

19hours 10mins ago by thattekuguy

@Alubatar Maravilloso T.co

Jul 26 2014, 5:57am by thattekuguy

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