The control setup is simple:
Indiegogo Campaign video (ended):
Check out the soundtrack!
The control setup is simple:You point and click where you want the character to go, and the same goes for all kinds of interactions. You see the game from a top-down perspective, but depending on the zoom-level you can move quicker around the island by zooming out to map or slower if you are zooming in close to look for a specific object or just want to read a sign or something!
Each episode will have its own set of puzzles and relevant NPCs, as well as various other changes. You are free to replay any episode at any time should you want to. If you get stuck, some NPCs will give hints to what you can do to progress, but don't worry, once you get into it you will (hopefully) enjoy it. :3
Each important place on the island will have its own music theme, so that you can just listen and recognise where you are without having to actually watch the game! We believe music is a big part of any game, so it is important that it sounds as well as it looks. :3
There will be over 60 NPCs to talk to, and lots of objects to interact with, meaning there are plenty of things to do, and hopefully this will make your play time a last a little longer should you choose to interact with everything.
You can probably tell already, but for the art style we have drawn some inspiration from Wind Waker, although lower poly. We want this game to look bright and cartoony, where anything can, and will, happen. :3
Some people have been asking what kind of puzzles this game will have. As every puzzle will be part of the process to finish an episode, they will need to be completed in certain orders, meaning that you unlock new puzzles as you complete old ones in long chains branching in several directions at once. Some parts, like in older adventure games, will have a bit more of a non-linear approach where you can decide which puzzle to solve first as part of the bigger puzzle. Any puzzle can be a part of a larger puzzle and branch in towards the final goal. Some puzzles are dependent on the time of day. The day and night cycle pass at a decent pace so don't worry if you should miss an opportunity. You will also have a watch you can use to speed up time to get to the point of day you need to be at in order to get access to a certain puzzle! Trippy.
1. The simple fetch quest.
A character on the island asks you to find, bring, or deliver an item. You might need to talk to some NPCs to get hints and clues as to where to find the items. Nag enough and some might even tell you very specific places to look! Some items require you to talk someone into letting you have it, or by giving you access to otherwise closed areas. It's important to choose the right things to say...! There will be several ways to find quest items, so feel free to explore! :3
2. Item combination.
Some items require you to combine them with other items to form a new item that can be used to solve a puzzle. Let's say you have a bicycle chain and a saw. Combining them will give you a (rather useless, but) cool makeshift chainsaw that you can use to impress a character or cut down some ropes. The functionality of an item will be determined and explained by the puzzle requiring it, so there will be no need to go through your entire inventory to combine every item to see if you can make them match (we've all been there).
:3. Environmental interaction.
Things around you can be interacted with. Some for fun and some as part of a puzzle. These can be as simple as a lever that needs to be pulled, or as complex as an ancient artefact that you have to do research into by talking to characters and using your brain (given one was provided to you at birth) to understand how to work it out! Some environmental objects may require a specific item for it to function, and others can require a certain character to be present in order to work.
Mya is the protagonist of the game. She is a young woman local to the island, yet not much is revealed about her family, her past, or even how she got her house. She likes to explore, dance and try to bend her head around difficult things like puzzles! Her pockets are magically limitless in size. If an object is relevant towards solving a puzzle, well, then she can pick it up, pocket it, and carry it with her. Nothing is too unfitting for her pockets. :3
We are a small team consisting primarily of two guys who like to work on games. We also have a contractor to help us out with the code, and a QA tester who occasionally helps us out with device testing. :3
Øyvind Sørøy (founder, creator, artist, designer, marketer, etc.)
Responsible for what you see. He has worked in the gaming industry for a couple of years, joining Playfish in fall/autumn 2009 and then on to EA shortly after that. He worked on a range of small and big titles for them in a variety of roles. After that he went on to work for Plumbee for a year as a senior artist. He enjoys a combination of Blender and Unity for making games :3
Oscar Garvin (co-founder, musician, sound producer, etc.)
The guy responsible for what you hear. He is a fresh, young talent still in school, but has been granted time to work extensively on this project. He wants to get better at working for games, and is learning quickly. :3
If you wish to support this project by donating, please do so to our PayPal account on firstname.lastname@example.org
Thanks in advance! :3 You can get special perks by donating, as described here!: igg.me/at/catmouf
Finally, after over a year of working on this, it's getting to the point where it is presentable an ready for a test. There is a total of 410 unique objects in the island scene in Blender, but with duplicates of objects in Unity 3D, there is a lot more.
The difficulties with adding details are primarily performance concerns, but with navmesh, that becomes a big issue too. That is why I have tried, and will try as I start optimising this, to keep paths open and easy to navigate. The gap limit for where Mya can pass through is not the biggest one, so expect to see some tweaks to object positions.
Some objects I made only appear in one place, and even though they are minor, they play a big part in making the game world seem more complete. Without attention to detail, the game world will look empty. Even supposedly desolate areas like post-apocalyptic wasteland have attention to detail in them. Just look at Wasteland 2 for this. But then again, you can get away with a simple gradient if you want the minimalist approach. (The windmills in the background in the picture below are going to spin in the wind. :3)
What is next is getting the game mechanics in, and make sure they are working. It's a bit of a complex issue when you have branching dialogue trees and making sure that dialogue and actions impact the course of the game, but it's coming, and it will be good!
Thank you for your time. I hope you will enjoy Catmouth Island once it gets here. Meanwhile, you can check out our other game Chairspin! :3
Latest tweets from @colonthreee
21hours 24mins ago
Mar 4 2014, 4:42am
@HelloKittyRicky :3 indeed.
Feb 27 2014, 6:44pm
Since I am already logged into Twitter let it be known that the #colonthree is indeed strong in this one! :3
Feb 26 2014, 1:59pm
Feb 26 2014, 1:54pm