Walk into the Light

In Proof, you control an ethereal, disembodied spirit who becomes more tangible in light. You begin deep underground and must work your way to the surface. The game will be an atmospheric, puzzle-platformer based on a mechanic of collecting and combining items to create tools you use to manipulate your surroundings.

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0 comments by zigzag114 on Jul 16th, 2015

We've got a new discoverable note to show you guys today. I don't think we've spoken about the in-game notes very much, although we've shown them off a little bit.The game tells the story through in-game cutscenes, dialogue and the notes you can find. These notes can play a vital role in the story, or just be of interest - there is a combination of essential and non-essential documents. We've tried to keep most or all of the essential story in the cutscenes and dialogue, so that players won't need to read heavily if they don't want to. The notes split into two categories, since a large number of them are related thematically, as loose pages of a book. You can see how notes are stored and displayed here:

The Notes Menu:

So that's the system! The new note took a while to put together (with lots of interruptions). It will appear in the later half of the game, but I'm not gonna say if its essential or just interesting. Here's the progression:

12:00pm - First Draft


After deciding what the note should be (in this case, a security ID) and what details needed to be displayed, we start with a rough draft. In Proof, all the notes are heavily inspired by real world objects, so there is usually a while spent on research. Neither of our team are especially accomplished artists, so reference images are invaluable to creating notes that look and feel real. We then deviate from these as fit.



2:45pm - Font Meddling


The first draft covers the necessary material but looks a little too artificial and doesn't read well. At this point, we might leave the note in the game as is and circle back to improve it later. In this case, we moved straight to improving the draft image. This step involves a lot of trial and error.



5:30pm - Font Finalising and Details


Once we decided on the font choice and moved the design around a bit, it come to adding details. The solid backdrop was a little simple, and the card was too 2D. We put a simple watermark in, and added a dark border to give a little depth. Again, reference images or objects (my driver's license) are useful when something doesn't look quite right or real, but you can't put your finger on why.



7:00pm - Final Product


Finally, we added a little gloss to the image as if it was laminated, and a couple of stains (which tie into where you find it) to bring the whole note together.


Click on any of the images for a larger version. There were a few more steps going back and forth between us with minor changes and adjustments, and you can view the whole album here (http://imgur.com/a/MhXr3#0).

There is a similar process with each of the in-game notes, currently there are a few dozen, and we're adding more all the time. Be sure to follow @vivavolt on twitter for regular updates!

Post comment Comments
TheManWhoFlewAway Aug 29 2014, 6:15pm says:

Loving the ambience - great work!

+1 vote     reply to comment
Guest
Guest Sep 21 2013, 1:24pm says:

Looks cool... reminds me about dreamroom game (upcoming game from iOS).
Will this game comes to mobile (iOS) too?

+3 votes     reply to comment
zigzag114 Creator
zigzag114 Sep 25 2013, 7:38pm replied:

We are not planning to release on iOS, but on Mac, Windows and Linux.

+2 votes   reply to comment
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Proof
Platforms
Windows, Mac, Linux, Flash
Developer & Publisher
Voltic Games
Engine
Custom Built
Contact
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Official Page
Voltic.com.au
Release Date
TBD
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Style
Genre
Cinematic
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @jakegreer1992, @iammonshushu, @vivavolt

RT @Blucky87: thanks for the motivation @vivavolt! designed my own in #unity3d. #screenshotsaturday #WorkInProgress #indiedev #SNES http://

Jul 4 2015, 8:28am by vivavolt

@Blucky87 I've actually got one planned, hopefully within a week

Jun 27 2015, 5:16am by vivavolt

It's amazing to have people support the work you do on your game. Even if it's just a few of you guys. Thankyou, everyone.

Jun 24 2015, 6:30am by vivavolt

@AwesomeIntGames Haxe is great, I've been messing with Unity on the side too, might roll with that in the future for similar reasons.

Jun 24 2015, 2:41am by vivavolt

Here's the full effect after some tweaks. We're not done yet, but that's enough menu work for today! #gamedev T.co

Jun 24 2015, 2:18am by vivavolt

@AwesomeIntGames Whoops, I meant the dev ecosystem (package managers etc) Loads of wonderful projects and libraries, I agree.

Jun 24 2015, 1:43am by vivavolt

@1BlueEyeStudios Thanks! It's something I've been meaning to put in for a while, pretty happy with the outcome.

Jun 24 2015, 12:17am by vivavolt

That's better. Sorry for the choppy gif, LICECap is being odd. #gamedev T.co

Jun 23 2015, 11:35pm by vivavolt

Well… Not quite #gamedev T.co

Jun 23 2015, 10:52pm by vivavolt

The language is fine, but the ecosystem and dev tools are so poor for AS3.

Jun 23 2015, 10:11pm by vivavolt

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