TIMEframe - Development Update

This past month we have been hard at work revisiting our old Ludum Dare entry, TIMEframe, which was recently Greenlit on Steam. Our goal is to have a finished version of the game by the end of the month to put on Steam. Here are a few progress shots showing off some of the new art assets in the game:

You might have noticed some new text elements that were not present in the original prototype. We are introducing a simple history and story to the world of TIMEframe that you will be able to uncover during your exploration.

Much of our focus in these last few weeks however has been on trying to improve upon the atmosphere and lighting of the original version. We really want the game to feel as if you are walking through a painting with all kinds of slow-motion elements.

The soundtrack for the game will be equally stunning. We are currently in the process of recording live string instruments. Here’s a preview of the updated ambient music you will hear as you explore the world of TIMEframe:

The finished game will have nearly 20 minutes of music just like this. 

We really hope this side project demonstrates the level of quality work we intend to uphold. For reference, here is the old web player demo of TIMEframe. We will be sure to update everyone on the release of TIMEframe, and with it our return to Lacuna Passage development next month. As a reminder, all Kickstarter backers of Lacuna Passage will be getting a free copy of TIMEframe as a thank you for your patience and support.

Lacuna Passage - Devlog #34 - Designing the Hab Part 2

Make sure to check part one of our continuing "Designing the Hab" art preview.

The Hab is designed to serve as the main living area for the Hermes and Heracles crew, so it will be a tightly knit and practical space full of dense detail. This week we want to highlight a couple new areas within the Hab and talk briefly about their design.

The laundry and bathroom unit combine into one compact space that utilizes more of the recessed wall space.  The shower, sink, and toilet are all located up a ladder-like set of stairs and behind the area that houses the washer, dryer, and cabinet space.  Combining these units would be a logical way to reserve less space for plumbing across the Hab.

Next we have the bunk sleeping quarters.  There are six bed spaces divided across the main walkway with a large table.  The table can be used for research, repairing equipment, or anything that requires a little counterspace.  Each bunk is equipped with personal locker space, a sliding isolation door, and even a digital screen with a built in radio.  Eventually there will be photos, letters, and other personal items that decorate each crew members’ bunk.

We are all very satisfied with the direction the Hab is going.  Improvements are being made everyday and we can’t wait to finish adding in all the details that make up this complex living space.  Our next big hurdle in the art for Lacuna Passage will be the Greenhouse - so be sure to check back to catch more on its development in the near future.  As always, feel free to comment below!

Lacuna Passage - Devlog #33 - Designing the Hab

My name is Spencer Owen and I am the lead artist for most of our internal habitats and other mission structures. I will be contributing posts to our devlog over the course of development pertaining to the design and art decisions that are being made. For my first post I am going to go over some of the decisions we have made for the main Habitat that you have seen previewed in previous posts.

The Foundation Base Habitat has come even further this past month.  We have added a few new pieces and are currently in the process of messing with the shaders and textures to achieve a cohesive look throughout the Hab.  The internal volume of this structure is meant to be dense and functional, but also a bit spacious and relaxing for the crew.  We are shooting for a certain realism in the Hab that will allow us to satisfy these restrictions.

Since most spacecraft today are designed for zero gravity, you will often see cargo holds and electronics strapped to every surface of an interior such as this.  Our Hab will need to function on the surface of Mars, meaning we have to design a little differently than the ISS.  We had to look for inspiration in things like campers, RV’s, and trailer homes.  I’ll highlight a few areas and talk about the design decisions.

In the kitchen area the size of the appliances and their position is most important for functionality.  Additional cabinet space for the non-essential equipment is stored above, accessible with a ladder.

In the couch seating area we chose to recess the couch into the wall, revealing the shape of the exterior hull.  This way the couch does not obstruct the main walkway, but instead serves as an alcove for relaxation, with a great view of the Martian surface.

The media center area sits directly across from the couch seating area, allowing the television screens to be used for entertainment, communication, or presentation.  The table serves multiple purposes as well, with adjustable computer stations located nearest the wall.  Radio and media equipment sit within arm’s reach.

Another design goal for us was to highlight the functional areas of the Hab so that the player can immediately recognize them.  In order to do that we will be using a signature orange color in the textures of interactive objects and locations, similar to games like Mirror’s Edge.

Most of all, we want the Hab to feel like a safe place for the player to relax and go over any information they find between EVA’s.  We still have work left to do, but we are really starting to get the atmosphere and design of the Hab’s interior finalized. The design problems we have solved here will carry over into the other internal environments throughout the game.

We will be featuring more of the internal modules of the Habitat over the coming weeks in another blog post. If you have any questions feel free to sound off in the comments!

Continue to part two of our "Designing the Hab" preview.

Lacuna Passage - Devlog #25 - GDC Mega Update

Regretfully, it has been almost two months since our last official update. Well today I am remedying that with a really exciting post about my upcoming trip to the Game Developers Conference in San Francisco (actually I'm writing this from the airport on my way there). The team can’t wait to show our work to all the conference attendees, but I wanted to share with you first all the work we have done to prepare for this trip.

We have created a demo that we are calling Lacuna Passage Prologue which will serve as a sneak peek of what players will expect to see in the final game. It has story elements that tie into where the game will start, but the gameplay is more of a linear tutorial to introduce important concepts in a short time span for demonstration purposes. This Prologue content may or may not be incorporated into the final game. It depends a lot on the feedback we receive while at GDC and if we think it is valuable to the experience we want to create. Since a lot may change in the coming months we are not planning to distribute this content to backers prior to release, but we have created a video play through for you all to watch and added a bunch of new screenshots.

We would love to hear what you think of the direction we are taking. If anyone is interested we might do a more in-depth run down of how we built this demo in a future devlog. This is a great opportunity for us to get even more people excited about Lacuna Passage who may never have heard of us before. Feel free to share the video or screenshots with your friends and family.

If anyone will be attending GDC and would like to play a live demonstration of the Prologue content you can email me at <contact [at] randomseedgames.com>. I will also be wearing bright red Lacuna Passage tshirts all week, so if you see me just flag me down!

Wish us luck!
Tyler Owen
Project Lead

Lacuna Passage - Devlog #8 - Soundtrack Preview #1

We are very excited to share a sampling of music from the Lacuna Passage soundtrack today. The video above showcases some of the main themes you will experience while exploring the landscapes of Mars.

Music will have a very important role in the game and we hope to never loop or repeat any tracks during a single play-through. The progression of the soundtrack will respond to how you explore the environment, with new layers and movements triggered by your actions.

We are working with the very talented Clark Aboud to create these soundscapes and we plan to share more samples as we move closer to a Kickstarter. The funding from a Kickstarter would allow us to develop the full soundtrack that we think the game deserves. If you like what you hear make sure to share the video with others! We greatly appreciate your interest and support.