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NEWS

I'm sure you've heard of game development "crunch time"? Well, Nic and I are crunching away. Grey, wintery days here in SA are great for productivity, I can assure you. We like to joke that we can see the light peaking through the forest (ever so slightly) at the end of this long journey. Behold a few screenshots:

We have unchained ourselves from our desks to bring you a quick update on our progress with BEAUTIFUL DESOLATION. While Nic continues to implement the events in the game I have been detailing and creating the cinematic videos that appear throughout the adventure. These videos will be fully voiced, and using facial capture, we hope to bring the characters to life. Enjoy a few non-spoiler animated gifs: (If they don't load, access them here directly) http://desolationgame.com/public/backerupdates/gif_1.gif http://desolationgame.com/public/backerupdates/gif_2.gif http://desolationgame.com/public/backerupdates/gif_3.gif And we'll throw in some stills too!  

MILESTONE REACHED We’ve passed a great milestone - we wrapped up the vast majority of the 2D graphics in BEAUTIFUL DESOLATION! This means that all 85+ scenes, the conversational portraits, as well as the menu and item graphics are now complete. It was an immense undertaking, but Nic and I are pleased to have done so on schedule. Focus can now be applied to the gameplay/puzzle hookup and cinematic implementation. WHAT'S ON THE MENU? We believe that the visual design of the menus should be indicative of the world, and the story themes that we want to invoke. The artistic style and interaction of each menu (and perhaps even the view the player has of them) belongs where it should in our storytelling in an attempt to immerse you in the world of BEAUTIFUL DESOLATION. DID YOU SEE THE LATEST SCREENSHOTS? If you follow me on Twitter (@Stasisgame) or our Facebook page (Desolationadventure) you’d have had a peak at a few of our latest screenshots. Let’s just say that BEAUTIFUL DESOLATION will look smashing at 4k / 16:9 or 16:10! (CLICK SCREENSHOT FOR HIGHER RESOLUTION)   HAVE YOU HEARD? In case you missed the news, Mick Gordon - the finest video game composer to wield a keyboard and amp - has joined our motley crew. Mick has produced some incredible musical tapestries for

Meet Don, Mark and Pooch We would like to show you the final design for our intrepid heroes. Chris has put his low-poly modeling skills to the ultimate test, and produced really amazing 3D assets. He has also polished off all of their animations - we're now focusing on getting them looking and working spiffily in the engine. All the scene backgrounds are just about done, which includes integrating each into the game and testing them out. We have over 70, 8000px backgrounds all featuring meticulous 2D detail! There are a few outstanding that cover the intro scene and finale screen (best left to last), so we'll tackle them in January.

The NEST are a nano-robotic life form that live in an isolated part of this desolate world. The orbital research station on which they were created, has crashed in the African veld. This warm, dry environment is not the ideal for the replication of the synthetic NEST. Their advanced technology has allowed them to terraform the grasslands into a cold, sterile tundra that is rapidly expanding. The NEST are now in direct conflict with their neighbors - and Mark will need to find a subtle or extreme solution to this problem.