Each game developer when start a project think about game and about game-mechanics. On the paper pages spot and erases the features. Spot and erases. We do not need erase and create something because we clearly known what we do.

Before sir Francis Drake became a famous explorer, a pirate and privateer he was young but experienced man. In 23 he with the second ship named Pelican (later named Golden Hind) go to the first big ride. Officialy Pelican was a flagman ship under Drake command at 1957, but... we think isn't true.

We assume that in 1563 Drake made his first voyage to the New World exactly on the board of Pelican. In the same year he was trapped by the Spaniards in the Mexican port of San Juan de Ulúa. He escaped along with cousin, Sir John Hawkins. We also assume that exactly in 1563 when Drake retreat with the Hawkins fleet was happened very strange event.

One morning after escape, Drake and Hawkins and their crew feel the strange feelings of deja-vu. He can't remember past day but just remember that it already was. Immediately after this career of Drake thrived. Drake on board of Pelican was invulnerable. We ask myself - what happens in that day? Why after that Drake do not know defeats? Why even in hard sea battles the little vessel Pelican never been damaged?

Drake: The Golden Hind Story try to give answers.

Genre: Platform arcade with the little RPG elements.
Style: Non-realistic
Art and color style: Old games by Westwood Studios
Setting: medeival + a few pieces of steam-punk
Time Period: 1563 AD
Counts of Levels: 7 big levels and 6 cities (or village).
One main quest and at least 12 sub-quests
No slow-motion or bullet time
No rolling time back
No checkpoints (classic save/load system)
No casual modes
Funny Achievements

You can see we do not claim to genius. We just want to make the arcade in the spirit of old traditions. With the charming hero, the platform world ready for exploration, soft storyline and memorable characters. At this time we do not go on about the casual player (even if we do not reach the progress in financial part of this case). Enough. In the "Drake" you need to play, not watch the game play itself.

It's a just a game - for a specific type of gamer. Absolutely non for a casuals, but and no bloody hardcore. Even if our game be a good for one hundred thousand people - I will know, - the task is completed. The main thing that she really liked.

We must try to do it.

Thanks for watching and reading.

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Another slice of rejected Art Style Mend Dead Bird
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0 comments by Weila on Dec 16th, 2014

We still work with the question of style. Game engine was changed but hasn't touch style of 2D work. So (regardless of changing crew, I work with another programmer, said about it in previous archived news) we continue filling base of art and sketches to form main image of game. Here is samples of our artwork. Bird of Hindale. Equally adorable in life and in death. One of the first game location we plan to do for demo is path to Hindale. Place where Drake entered in world of Hind. It's a cave, under cave desert full of dead bodies of fallen "birds".

One of the game location we want to do is Mend, village of poor people, paupers who have no opportunity to live in upper Hindale. Most common type of structures is buildings combined from pieces of falling birds, old vehicles and other scrap which often can be found here.

Here you can see another one sample of our searching of art style for Drake. In previous old news you can find a our graphical dilemma where we can't choose the Art Style for backgrounds. Is dilemma is not solved even now. That is why we cannot present for you original and first official screens. Level which build from gray boxes does not improve mood and pleasure from viewing images.

But we want show you our progress, our thoughts, and our dilemma's. As i say earlier it was very hard year. We glad return to work, our Drake, and this returning, already fine for us.

Most often we do not have test images even like this. I telling about level design and test of game levels. This image can remind sketch, but if world looks like array of gray boxes - it is not so funny. So we felt very lucky, if we work with test image like this (smile).

Post comment Comments  (0 - 10 of 21)
bendikstang Oct 17 2013, 11:00am says:

Looks gorgeous!
Like the concept!
Nice work.

+1 vote     reply to comment
Weila Creator
Weila Oct 17 2013, 3:44pm replied:

Thank You!
See you soon!

+1 vote   reply to comment
warmer Oct 8 2013, 10:01pm says:

The art style is fantastic! Love the direction and the attention to fluid movement. Good stuff. Looks like a great game.

+3 votes     reply to comment
Weila Creator
Weila Oct 8 2013, 11:50pm replied:

I mean that concept-art must form full image of game in my head. And this illustrate of my thinking. But finally this images and many of this ideas be stylize to final image. Many of developers work without massive artwork and this eventually very harmful to the integrity of the game. Often when I play in games, feel something like autor untold something. And, for example, if I want put into the game poster of Gas Monopoly of Queen, I must fully understand why i do this. Not for increasing details on the game screen, but because I want tell you short story via images about part of this world.
I understand that this work increase lenght of development, but I want make Game, not a game for good sales. Game world are much more interested when game-designer think about world and tell the stories not only with the dialogues and texts, but also with images, music and with every piece of world. Maybe this is a hard task, but also this is very interested to do.

Sorry for long explanations. But this is a my little sickness. People who know me often laughed about this. In some cases this is a very funny - you ask about weather, but listen about point of view on the seasons of each year and people's attitude towards this. Or maybe I just fear that people can understand me wrong. I don't know. Character trait. Maybe. Heh... i feel that I say what I must say before first answer. Yep. I think so.

+1 vote   reply to comment
Weila Creator
Weila Oct 8 2013, 11:24pm replied:

Thank You. But this is just a concept-art. Most likely Art-style of future game will be something between a pixel-art and hand-drawn graphics. I'm not finish with my tests. This (this concept-art) is emotional drawings. Something like I want feeling from this game. But part of this work of course be transfer into the game. In old games of Westwood Studios artist was made incredible special effects.

I have to warn about it. Since this platfomer adventure instead 3D Action or cinematic game with triple-A visual effects.

+1 vote   reply to comment
kai229 Jun 28 2013, 11:42am says:

My god, another amazing game, i think this will also be a promising game, loved it.

+4 votes     reply to comment
Weila Creator
Weila Jun 28 2013, 5:06pm replied:

We will try do not disappoint you. It's a main fear of our work. Because our vision on platformer genre may differ from the visions of gamers. But... we have only one way to know that. And thank you for this warm words!

+2 votes   reply to comment
Giamme Jun 26 2013, 9:08am says:

What engine are you using for this amazingness?

+2 votes     reply to comment
Weila Creator
Weila Jun 27 2013, 4:38am replied:

Haxe/NME + flixel. Don't ask me what is this. Have no idea. I just asking our programmer (laughing). If we understand that we need something more - choose another engine.

+2 votes   reply to comment
Giamme Jun 28 2013, 5:01am replied:

Thank you!

+3 votes     reply to comment
Weila Creator
Weila Jun 28 2013, 5:14am replied:

You are welcome. It's a open game development process. On all your questions we have answers. No advertise, no promo lies, and will no polite versions of happenings like in big gamedev. Just ask. Thanks for your attention to Drake.

+2 votes   reply to comment
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