The island of Fay, a peaceful little landmass housing a peaceful little community. For centuries, Fay has been completely isolated from the outside world, and that's how the people of Fay liked it. That is, everyone except Herreth.
Herreth Jzal is a daydreamer, a daydreamer who wishes to see much more than his small, unimportant island. Everyday is just another colorless moment in his monotonous life. To Herreth, it seemed as if he would never be free from the endless isolation that he had been born into. However, through a fateful and tragic chain of events, this all changed.
While the island of Fay was busy being isolated, the rest of the outside world had begun to industrialize and explore. With this exploration came trade, diplomacy, and warfare. Fay just happened to experience the latter.
When attacked by the power-hungry claws of the Crow Nation, Fay finds itself defenseless, and is quickly conquered. However, with this conquering came the adventure that Herreth was looking for, and he and his friends soon find themselves fleeing from their aggressors into a strange and imposing world.
Throughout Quill, Herreth and his companions will find themselves both searching for a way to survive in the world that they never were in touch with, as well as begin seeking for a way to end the conquest of the tyrannical Crow Nation that destroyed their home.
Hello! I've recently realized that I let this log go totally dead, so here, have an update. We've gotten back into working on this project, and I could give you an update as to everything done as of this February, but instead I'll tell you everything that I've neglected to tell you for the past year. First off, let's talk about characters and character design.
** Characters **
As you may already know, we've already designated a main character with the name of Herreth Jzal. However, instead of an idea floating around in blank space, we now have a pretty nice model for him accompanied with an alright walking animation that I'm way too self conscious about to show at the moment. We're trying to go for a more toony, polygonal look, which has been relatively simple to accomplish. With an angular model, however, comes the issue of developing mesh spots that are way too pointy. Herreth here has a few of those, especially around his armpits where his forearm is almost square. This, however, is nothing a little tweaking can't fix.
I should also tell you that the gameplay of Quill will be split among three characters, each with their own perks and faults. For those who are curious, the other two will be coming soon enough.
** Concept **
Over our absence I did a little drawing in my downtime, working on some ideas for how various areas of the game should look. At the moment I am most proud of my world map. It's freaking huge, and it's super detailed! I had a lot of fun making this one.
I also worked up some ideas for Fay, Ardoman, and a secret city that I have yet to name. Each of these area should have their own designated section of the game, and the cities will allow for free roaming exploration.
*No name land*
When it comes to in-game culture, each of these cities will reflect a different part of actual human society, particularly in architecture. Sound will play a big part as well. Finally, I don't know if we will do it, but I really want to develop language barriers for each areas. A lot of Quill is about being a stranger in a world that was never yours, so language issues would be a really fun concept to juggle around.
** Fay **
Currently Fay is in progress. The following pictures show a very unfinished version of the island, but its progress nonetheless. They do show off a nice shader I worked on. It really gives a nice toony lighting to everything. Oh, and please ignore the giant cylinders toward the back of the place. They are serving as placeholders for something much bigger. Also, red water because why the heck not. I'll make a water shader some time or other.
Regarding the island, I feel that the next step will be to increase variety (doors, windows, chimneys and other detail items) and add vegetation. The Greek isles don't possess a lot of natural growing foliage, however, there are a lot of climbing flowers that I think will look awesome in the town.
** Conclusion **
At the moment this isn't much, but every day we chip away at the big picture more and more. The next post should come with some new characters, as well as some more progress on Fay. Oh, and please ignore the Twitter feed on the side of this page (if its still there when you read this). It's very dead and I have completely lost the ability to access it. Instead, please visit us on our website or at our TigSource dev log. I'll provide some links at the bottom. Anyway, thank you for your patience and waiting for an entire year for that promised Wednesday update. We appreciate it greatly. In all seriousness though, thank you for your support. We'll try to be better from now on, so until the next one stay fresh! Bye for now!
Our website: Psychospectacle.weebly.com
Our devlog: Forums.tigsource.com
Latest tweets from @psychospectacle
Let's make that update tomorrow shall we. I (Oswald) got a bit caught up with work things today. My apologies!
Feb 4 2013, 12:10am
There will possibly be some kind of monthly update soon. I'd like to say around the 3rd.
Feb 1 2013, 12:01am
Things are back on track. Oswald just fleshed out the entire layout of the first game area.
Feb 1 2013, 12:00am
Running animation is finally done. It may need some more work in the future, but for now I think it will do.
Jan 20 2013, 12:37am
Sorry about the lack of updates. It's hard for us to get things done on weekdays due to life and whatnot.
Jan 19 2013, 8:06pm
Our first animation is near completion. We just need to get things painted and put into the engine.
Jan 14 2013, 7:06pm