The Thin Silence is an cinematic narrative adventure game with both puzzle and exploration elements, told through the introspection and recollection of Ezra Westmark. Find creative ways to make your way out of the darkness, uncovering the journey that lead him there and the hope that leads him home.
We're back baby! With big big big news - new name, Greenlight, alpha on the way, and more beautiful than ever!
the thin silence - formerly proof - on greenlight!
Proof tells the story through in-game cutscenes, dialogue and the notes you can find. We've got a new discoverable note to show you guys today, and a...
story-telling and realistic game objects
Recently we redesigned and rewrote the item menu in Proof from scratch, this is a breakdown of the process that lead to the decision and the implementation...
what's on the menu?
*Warning: Image Heavy* This week we discuss the design and implementing of an in-game computer system for Proof.
design to desktop - in-game computer systems
After two+ years of development, Proof has built its own little universe. Discussed here is a little part of that journey.
building a world (two+ years development)
We redesigned the notes menu, to be smooth, usable and pretty.
making a beautiful menu
Updating the graphics of much of the existing game, and adding large parts, mostly in the storyline.
leaps and bounds - we promise we're not dead
Introducing some new graphics and gameplay objects from their inception to their implementation. We have almost finished the first area of the game, so...
from paper to product - graphics and gameplay
We have been working on the art assets for the last area of the game, and getting the first area up to the same graphical standard.
art, lighting and making proof beautiful
A brief summary of how we go from discussion to design, and eventually put it into the game.
how we make the game
We've been working on the third area of the game, and a lot of cutscenes. It's a lot of work to get them right, but we have a lot to show from them!
cutscenes and area three screenshots
We have some new screenshots showing the progression of development of a new area. We are implementing features in a stepwise fashion in descending order...
new screenshots - the evolution of image
We have (aside from Christmassing) been working on the dialogue and cutscene mechanics! All systems are go!
december update!
Still kicking, we have been moving forwards slowly with the art, programming and story elements. The middle part of development, with everything getting...
november update!
We've dramatically changed the look of the main character, for a number of reasons. He is much closer to our vision despite our meagre skills.
new character art
New particles, better pistons and the beginnings of real levels!
platforms, particles and pistons!
The atmosphere of the game is coming together beautifully so we are starting putting in levels! The game now looks at least a little like what the final...
beautiful, beautiful graphics and beginnings of levels!
Since there was a fairly positive reaction to the last writeup I did, regarding our lighting, I thought I would write another piece corresponding to what...
proof - ready, set, action!
As we get closer and closer to having all the features of the first area done, I'm thinking more and more about the atmosphere of the game and working...
screenshot saturday update!
A technical breakdown of the current lighting system in Proof! Subject to change possibly.
lighting! break it down now!
Map transitioning works now, and some of the tiles and backdrops are done, or at least resemble their final forms.
map transitioning, fancy camera work and tiles!
We have reached 4000 lines of code, but the gameplay is really starting to come together. We've also been exploring the graphical style and aesthetics...
and i would code 4000 lines...
So, we've finished almost all the items that are going to be needed for the first area of the game - and we're going to try to complete that for a "Proof...
devlog update: 13/08/13
Update! We've moved from MMF2 to Actionscript and we're making leaps and bounds in the menu and cutscene dynamics.
update time!
We had a planning day yesterday... after we drew this...
planning, planning planning!
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