Hello, somewhere, is a first person explorer and while it's navigational gameplay derives largely from the gravity turning mechanic, (shown in video titled crawl) its narrative dispensation is best explored using the level-flip.
In the process of creating a structural storytelling system, unique to videogames - we are experimenting with narrative styles, layered in multiple levels which share the same base geometry.
So as you flip between levels to navigate obstacles, a more nuanced version of the story is revealed.
We have uploaded a quick video (check latest video) of our first (relatively) bug-free version of this level flipping mechanism. while still a work in progress, we are quiet excited to have it functional.
The screens and the video displayed are from a test environment which is still a work in progress. The gravity script has been disabled in this video for test purposes.
Update :
we have uploaded a new video (recombination) that combines both our gameplay mechanics.
while we are still refining response and controls, their potential for navigational gameplay is evident.
the video is from a test environment and the art style is only indicative of final result.
Dhruv.
Are you guys keeping that texture/modelling style? It's just like Darwinia's art, and I love it! I like the idea, though I have one question: will your narrative be like Bastion? Dynamic and such? If so, I would buy this game in a heartbeat.
Hello,
Yes we will stick to the polygonal-modelling technique, though the texture will see some refinement.
I haven't played Bastion, but the story for our game is adaptive, only in it's method of narration.
Further you will not have to buy the game, for we are very sure we will release it for free !
Thank-you, your interest in our game is most encouraging.