Enola is a psychological horror/adventure game that delves into the inherent darkness of love, death and revenge. As Enola, you must survive a macabre world conjured up by the tortured memories of her love, Angelica. *If you purchase Enola on Desura, you also get a Steam key*
Enola was a challenging game to make. Not because it was hard to program, but because of the story and things it needed to portray: it was a story about...
postmortem: enola
Some notes about the factory level, one of the last levels in Enola.
the silo is a total nightmare
I’ve been talking with one of the guys here for some time about the possibilities of adding crouching. This was not an easy question, actually. The...
crouching makes things a lot more dangerous
I’d dare say we were the first team from El Salvador, traveling from El Salvador to England, to exhibit at Rezzed. Here you can read how it all went.
postmortem: our first rezzed exhibition
You know how modern horror games have turned into these “hide and seek” or “hit me until I die” things because devs take away all means of defense...
game ideas: guard impact for enola?
ENOLA: Interview with Nick Borrego. A written interview was recently posted on Spawnfirst
interview with nick borrego by slasherjpc
it can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what...
game undesign: designing around limitations
I’ve been working on some mocap for Enola using iPi desktop motion capture, and I wanted to show you a glimpse of what we’re doing with it.
shadow men got moves!
Last week I was testing the motion capture setup using my Playstation Eye cameras and iPi Desktop Motion Capture. The system yelds pretty decent results...
angelica animation test
A while ago I wrote about using Face Robot (a facial animation module in Softimage) for facial animation, but I still hadn’t addressed the body animation...
enola gets motion capture!
Today I want to talk (or rather, write) about characters and why this matters. In some games, characters are "empty vessels" that players step into, but...
building characters (building angelica)
Enola is (in not so many words) a game where: You’re a girl on a mysterious place, looking for her loved one, and you need to rescue her before it’s...
enola alpha 0.6 is out!
Originally posted on my blog on Dec 31st 2012 ...since this is the last post of 2012, I guess it should be something meaningful so I’ll be talking about...
evolution of enola, and last post…
This may be good or bad, but to me story comes first, simply because I am not half as good at “designing” games as I am at writing. A while ago I’ve...
enola character profiles: building angelica
After thinking about this, I've decided to use "save spots" in Enola. The next step was to decide whatkind of object to use for those save spots.
more in saving games: "the treasure box"
I was interviewed by Eric Caoili from Gamasutra a couple of weeks ago. Someone on the comments asked why not make a non-violent game instead, and I thought...
why making a violent game may make sense
One of the good things of the open alpha-funding devemopment is that input from the community can help shape many things in a game. This is one of those...
the idea behind the cellar found in "the next level"
After watching many gameplay videos, and seeing people lose (a lot of) progress when they die, I'm wondering what's the best way to manage saves.
about saving games
This was the first time I entered ludum dare. It's been a very nice experience to develop a game from concept to "somewhat finished" product in two days...
first ludum dare - postmortem: enola
No features were found matching the criteria specified. We suggest you try the feature list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.