Eastshade is an interactive experience that is primarily concerned with being a world worth exploring for the sake of exploring. There are no enemies to kill, no dialogue dramas between acted characters to play out, and no towns to build. There is a world with sights to see, sounds to hear, people to meet (hopefully), things to find, and impasses to surmount.

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Blog RSS Feed Report abuse Latest News: The Vertical Slice and a Dev Lapse

2 comments by DannyWeinbaum on Jan 1st, 2015

Midday Eclipse

I am now one year into the development of Eastshade, and something very important has happened. For the past three months, I’ve been focused on a small section of the game, determined to bring that one area up to a quality that is representative of what the final game might be like. In the games industry this is known as a vertical slice. Though the slice I have is not yet fully worthy of the name, within the last month, it has reached an important milestone nonetheless…

I now have a roughly playable piece of Eastshade.

Three months ago, Eastshade was a muddle of tech demos and disjointed systems. Many indie games are playable after the first two days of development. It seems mostly unanimous amongst game designers that the sooner one can produce a playable prototype the better, and I’m certainly past due on this. I could attribute my tardiness on this to the nature of the game I’m making, but my greenness as a game designer is more likely the culprit. As I’m careful to use wisely my stock of truly fresh eyes, only a few friends and collaborators have actually played through the slice, but from these few play tests, there is a general consensus that the game doesn’t suck! It came as a total surprise to me. My spirits are high and things are going well.

Because of how focused I’ve been, I feel I’ve targeted the essence of what I want Eastshade to be, and as a result the game has gone through massive mechanical changes. The addition of NPCs is a notable change. I’m currently working on an AI system for making the people of the world go about their daily business.

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Guest Jan 3 2015, 3:33am says:

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SinKing Aug 12 2014, 6:57pm says:

I am intrigued, even though you are not making a mushroom-picking simulation. I just wonder about one thing - isn't this game taking place on Earth? Everything looks down to it, except the planet/moon on your new screenshots seems very large and blue to be mistaken for Earth's moon (ever though about why all the other planet's moons have names, but our moon is just called "moon"?)

I dig what I see this far, but I remind myself that all I'm seeing is a well-made map, not a game. I'm sure it was more than enough work getting this far with it, but I still don't clearly get the intention or direction this game is going to take. It seems like something like this would need a strong narrative like Dear Esther or a range of underlying systems beyond cold/warm hungry/fed to make it more interesting.

From a writing standpoint it could be interesting to add competition. You might find out you aren't alone, but you are competing with others for the same resources. Then you could have a choice between confrontation and cooperation. However, that's pretty generic again, so let's see what you will do on your own. To me, this game highly looks like it could have metaphysical aspects and a moral story ending. This doesn't mean it would be narrative or story driven, it would just mean working towards a goal, a finite solution for the game design. I keep watching this, updates are always nice!

+3 votes     reply to comment
DaAn2002 Jul 31 2014, 7:17am says:

wow this look amazing

+4 votes     reply to comment
Guest Jul 18 2014, 1:57am says:

Too bad that you have to make seperate account for indiedb :P
Looks awesome and it is on unity which is awesome

+1 vote     reply to comment
JLG81 Jul 15 2014, 6:20pm says:

dude you should def put in some easter egg hunts that would be so cool, like find a knome house with a little door at he bottom of a tree or some thing

+4 votes     reply to comment
DannyWeinbaum Creator
DannyWeinbaum Jul 15 2014, 7:04pm replied:

Oh for sure! I love stuff like that. Hopefully that will be one of the pillars of Eastshade

+3 votes   reply to comment
Guest Jul 14 2014, 6:47pm says:

No ennemies to kill ... so sad :(

I'm kidding! The look is just too beautifull. Good luck for your project.

+2 votes     reply to comment
Smallchange Jul 13 2014, 12:30pm says:

Well good sir, you have another tracker, looks promising, keep up the good work :)

+2 votes     reply to comment
Guest Jun 29 2014, 1:57am says:

Stunning. Absolutely amazing. Please, please do continue this. ^^ It's so beautiful!!!

+2 votes     reply to comment
MountainHermit Jun 27 2014, 1:12am says:

Looks great

+2 votes     reply to comment
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Latest tweets from @eastshade

@radiatoryang @polycount I think an all too often overlooked skill of game art is determining what is visually important to the player.

Feb 20 2015, 1:35pm

@Jonathan_Blow Sometimes if I'm in the mood to cultivate some carpal tunnel I do it.

Feb 2 2015, 2:13pm

@artenvelope @JoshJers I'd spend all the days trying to think of an idea that could be finished in a few days.

Jan 29 2015, 7:04am

@SeithCG That is absolutely nuts. Keep that wooden instrument away from the water please.

Jan 29 2015, 7:01am

@JoachimHolmer lol that's one of the weirdest computer things I've ever seen.

Jan 20 2015, 3:09pm

In version control, make a copy of your entire repository before making major changes to the repository itself! It just saved my life.

Jan 18 2015, 9:15pm

RT @artenvelope: Learning and using UE4 BPs, a very personal project. Rain, does it ever stop? #screenshotsaturday #aurora #UE4 T.

Jan 17 2015, 3:17pm

@TechnoFails @screenshotdaily @RickKing16 Thank you! And absolutely! One of these days I'll have a video.

Jan 17 2015, 1:58pm

@lagrange_m Thanks! It used to be exhaustion, but I've since removed all that. The game went through a big redesign in the last few months.

Jan 15 2015, 11:11am

@elysian_shadows Rad! I've gotta say its the triumphant return of 18! But I also have a vicarious nostalgia for the early ones as well.

Jan 7 2015, 10:02am

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