Herreth is a daydreamer who wants more out of his monotonous life. He yearns for meaning and craves adventure, but his dreams quickly become nightmares when a tyrannical nation attacks Herreth's home, the small island of Fay. Now, Herreth and his friends, Helani and Terrel, must brave a new world filled with both wonder and danger. If they are to have any hope of survival, Herreth and his friends must adapt to their new surrounds and wage war with the nation that destroyed their home.
Hello everyone! Welcome to another (sometimes) monthly update. This time around we focused our attention on getting Quill up and running, literally. We now have some tasty new animations for Herreth that really bring his character to life. We also did some coding and managed to cook up some sweet dynamic headlook as well began teaching Ardomanian, one of the many languages unique to Quill.
**Animation and Headlook**
After hours of sitting in coffee shops poking away at Blender models, Griffin our artist has come up with some really nice walking and running animations for Herreth. The results are a whole lot nicer looking than what we had before, as there is a lot less sliding around. We also have a couple idle animations in stock, one for standing and one for crouching.
Additionally, we have finished a pretty nice headlook script. As you can see from the image above, Herreth's head and upper body now move to focus in on important objects. This should really help point out pickups, collectibles and various other interesting things to the player. This script also really helps when it comes to getting characters to look each other in the eyes during conversations. Not only is dynamic headlook convenient, but it also breathes a whole new level of life into our characters. Herreth just looks so much more alive looking around and checking things out.
We've also learned how to make crazy nice GIFs. Just saying.
**Ardomanian**
Throughout Quill we plan to incorporate a variety of strange and unique languages, each native to its respective area in the game. In hopes of educating anyone who may be interested, we have begun making short, weekly video lessons on Ardomanian. The one above covers the simplest aspect of the language, the alphabet. We plan to use these languages to hide quite a few goodies throughout the game, so we highly encourage that you check the lessons out. Besides, learning languages is fun! Let's try to make this the next Esperanto, okay?
**Conclusion**
We are very pleased with the progress we have made this month and we hope to really build off of it in the months to come. Our next set of goals is to implement free movement and develop way more animations, code more delicious effects into the game and to revamp some of the architecture on the island of Fay. Expect more information on Ardomanian as well. Our artist is getting way too into it.
This month we play with our visuals, a semi-playable character is made and design is yet again discussed. Let's get experimental with this, shall we?
This month Fay gets a rework, immersion is discussed, and a new character reveals herself.
This is a summary of our work accomplished in the past few months, particularly in the month of February.
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Im very much interested in this !
The idea of empowering players to be artists sounds good, but I think there should be two "levels" of capability: one for the player who really wants to honestly draw, and the other for those players who just want to grab stuff and glue it all together.
What value would any of that add within the game-world you're creating, however?
Maybe this sounds goofy, but for those who would like to glue stuff together as you said, maybe there could be a scrapbooky kind of option. You could pick up little objects such as flower clippings or stones and arrange them as you like.
As for your question, the creative features of Quill are intended to be purely symbolic. Herreth Jzal is a daydreamer. Before all of the adventuring begins he is greatly dissatisfied with his life and the boundaries that it contains. To escape this, he doodles and sketches and collects little things to mess around with as to break the monotony. He uses his creativity to escape the tensions that his daily life imposes upon him.
That being said, the sketchbook feature of Quill, as well as any other little thing that doesn't really have to do with the action of the game (sitting on benches, eating at cafés, etc.) are intended to present a means of escape from the stress and action of the main story line. With this we are trying to allow the player to break from the meat of the game as they please, giving them that sense of freedom that Herreth sought for in his artwork.
Looks very promising!!
Very very interesting :D
The Twitter feed promised an update on Wednesday........is that coming soon?
Sorry, I need to remove that. The twitter feed promises an update of Wednesday last year. It's pretty dead. XD
However, because you brought this to my attention, I start writing an update right now! Check back tomorrow. I promise you that there will be something. ;)
Arcania: a gothic tale? ^^
I'm not sure that I'm familiar with that game.
interesting