The Maker's Eden - Sci-Fi Point&Click

edited in Projects
Hallooooooooo

A bunch of you lovely peeps saw us talking about our *takes a breath* sci-fi noir point-and-click adventure presented in a motion-comic style *phew!*, and figured it's high time I made a post about it here.



I'm the writer and assist a little with the design, Jaco (@RustyBroomhandle 'round these here parts) is the codemonkey and main project manager and developer; we're both in Gordon's Bay. Our artist, Joshua, is in George and our musician, Ben, is in the States (linked his twitter - he frequently posts snippets of the lovely soundtrack he's making for us :) ).

You can play the demo here - Linux and Windows and Mac, Oh my! (More of a prototype than a demo, Jaco was afraid to call it a demo ;p It's the first few scenes of the Act 1, about 15 - 30 minutes of gameplay.)

We keep a sporadic dev blog on the site, have an IndieDB page and are on Steam Greenlight (about 48% to the top).

We'll be showing at UCON Cape Town on the 14th & 15th of September and would looooooove to meet some fellow MakeGames-ers. Alas we won't have any ph4t l00t to give out because we're on a non-existent budget, but you WILL get to play the demo AS WELL AS the next ~20 minutes of gameplay from where the demo left off, which we're quite excited about in a terrified kinda way. ;)

Anyway, enough writing. PRETTY PICTURES GO!

Most recent concept art (as of tonight), showing one newly revealed main-ish character and hinting at her personality;

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In-game screenies:

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Some more concept art:

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I'll keep this post updated when there's new stuff to share. Thanks for reading!

Comments

  • +1 fan for screwy lightbulb
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    Ooh, I love the visual style, both in terms of the art style and the use of the first-person perspective.

    I'm not sure that the storyline is my type, but this looks like an impressive and interesting project -- very good luck with it! ^_^

    (That said, I do intend to at the least try the demo!)
  • I pimped The Maker's Eden at AMAZE to the comics crowd, to say that people were intrigued would be an understatement :)
    Thanked by 2WelshPixie hanli
  • Awesome guys! Always good to see more Adventure games!
  • Right, I've played the demo, and have a little feedback, if you'd like it (if not, just skip the following paragraphs :P).

    First, once again, I really like the art style: it's cold, and futuristic, without being so unfriendly that I don't want to play. I also really like the first-person view. The game itself was enjoyable and interesting. ^_^

    Two minor issues:

    * The interface seemed a little inconsistent at times: most frames and text-boxes seemed to be advanced by clicking on a text prompt, while the drone scene advanced on any click, as I recall.

    * I'm inclined to suggest allowing the player to dismiss the text-boxes that pop up to describe objects; I had a few occasions on which I ended up clicking on something else just to get rid of a text-box that was covering something that I wanted to click on.

    Regarding the "radio" puzzle, I'll admit that I was stuck there for a while, until I gave up and looked at the forum thread. It might be that I'm by far in the minority in having trouble with it, but for what it's worth I think that I had two problems:

    * First and less important to my mind, that I don't think that I registered the relevant number as being one that should be paid attention to. This could be fixed either by -- as I think a poster in your other forum thread suggested -- a "cutscene review" option or (by far my preference) an automatic "notebook", keeping track of important data (perhaps salted with a few red herrings?).

    * Second and, to me at least, the more important, I didn't realise that the radio was at all related to my character. I presumed that it was simply left there by previous tenants, and so never thought to try anything relevant to my character: I just kept sweeping the room, looking for some clue related to its previous inhabitants. To some degree, at least, this could be fixed in fixing the first point above: given the option to go back over information previously given, I might have arbitrarily tried the only number on hand. Nevertheless, it might have been worth providing some (slight) connection to the main character -- perhaps just in making the radio look very new, standing out in the messy room. Of course, it's quite possible that the clue was there, and that I simply missed it -- if so, then please do ignore this point!

    Regarding the view, while I do like it I also have two critiques of it: first, that the range of rotation is somewhat limited, leaving it feeling a little superfluous, and second that in rotating it seems to reveal the two-dimensional nature of the scene by angling the various objects, which I think dented my immersion a little. I think that changing either would improve it to my eye; for one, increasing the range of rotation and placing things outside of the initial view might give a broader sense of space and place, as well as making the effect more relevant, and either might counterbalance the challenge to immersion that the angling of the various objects produces.

    I'll admit that increasing the range of rotation might incur some development time, since it may involve changing how you represent and interact with your scene. As previously, I may well be very much in the minority in my feelings on the effect, so take my thoughts with a pinch of salt.
  • @dislekcia Oh cool, thank you!

    And thanks everyone else for the kind words! <3

    @Thaumaturge Thanks! I'll go through your points;
    * The interface seemed a little inconsistent at times...
    * I'm inclined to suggest allowing the player to dismiss the text-boxes
    Both of these were fed back on on the forums, and definitely things we're fine-tuning. I think he (Jaco/RustyBroomhandle) is going to allow the boxes to be dismissed on off-click, if he hasn't already.
    Regarding the "radio" puzzle, I'll admit that I was stuck there for a while
    Absolutely our fault. As you now know, the bit you need to solve it leaves the screen as soon as the first conversation ends - we'll be putting an extra object in the first room to let you always see what you need. Also, probably some kind of 'mental notes' system that logs interesting/important information that you can always pull up.
    I'll admit that increasing the range of rotation might incur some development time, since it may involve changing how you represent and interact with your scene.
    Well, it'll probably involve our artist re-drawing the whole game :D That design decision was made by Jaco though, so I'll let him feed back on that.

    Thanks for your input though - very much appreciated! ^.^
  • edited
    Devvy bloggy thingy (tiny one):

    http://makerseden.screwylightbulb.com/?action=view&url=here-have-a-wet-towel-or-two

    Jaco discovered Unity cloth simulation on the weekend and development on everything else promptly ceased until he'd animated the two cloths hanging from the clothes line. We do plan on having little animated touches in all the scenes to liven things up but it's more of a 'polish' thing to do when the rest of the scenes are all finished and hooked up, towards the end of development. Still, it looks nice ^.^

    image

    He 'simulated' wind by having mini solar systems set up behind each towel with a rotating sphere 'nudging' the cloth. He tried the horizontal velocity thingy but didn't like it. "I prefer the balls". :D
    Thanked by 3Nandrew Tuism hanli
  • That does look very good, and I think that it does indeed inject a little extra verisimilitude into the scene. Touches like that can very much improve one's immersion into a scene, I feel.
  • edited
    ALL THE PRETTY PICTURES

    One of our new scenes, brand new and hot off the Joshua-press this morning. Nicely re-usable, you'll be in the taxi back and forth a bit, talking to the taxi driver and developing a rapport with her as she carts you about.
    image

    The same scene while it was still in-progress from Josh:
    image

    Another work-in-progress of one of the new scenes:
    image

    And a 'pose-selection' for one of our characters, Gartley, that people who've played our game at UCON or last nights' CPT meet might have seen briefly.

    image

    Our musician tells me the soundtrack will be released tomorrow. SO EXCITED. I shall of course pimp it here accordingly when it's done!
    Thanked by 1Tuism
  • The Act 1 OST is out! AAARGGHH EXCITED

    You can grab it here: http://abstractionmusic.bandcamp.com/

    $5 for a ~45 minute album. You can follow Ben on Twitter at http://twitter.com/bFusion - I'm sure he'd love feedback on the music.

    ^.^
    Thanked by 2Nandrew creative630
  • Well done guys. I love the concept and the artwork really grabs the attention. Hope this one is a global success. Good luck!
    Thanked by 1WelshPixie
  • Thanks so much, @konman! <3
  • We're on Kotaku again, yaaaaaaaaaay *runs around in circles*

    http://kotaku.com/ten-indie-games-you-must-keep-an-eye-on-1424118671
    Thanked by 1raithza
  • Yaaaaaaay I was just about to post it here and got ninja'd :) Well done guys :)
    Thanked by 1WelshPixie
  • Is it just me, or is it easier to get international press coverage than local?
  • Not that we'd really WANT local after recent local journalistic faux-pas ;p
  • You're being very polite. :) So many choice words that can be used to describe that fiasco.
  • Is it just me, or is it easier to get international press coverage than local?
    Always has been. To international press, you're exactly the same as every other indie out there AND they're actively looking for neat indie projects. To local press you're not as good real developers because they know you're just coasting on the fact that you're from South Africa.

    International press also print retractions and corrections if they get their facts wrong. In fact, I would only go so far as to call a few local games writers "press", the rest are fanpeople.
    Thanked by 2WelshPixie hanli
  • I think that the best thing about being an indie dev nowadays is that location really doesn't mean anything. I don't really want STASIS to be known as a 'South African' game - but rather just a game. I really like that your game has instead been identified as just an awesome game! Congrats!
  • For reference, being from South Africa is a super-useful thing at events and conventions outside the country. It makes you different and interesting, so people remember you. Of course, I'm pretty sure that if they like your game, they'll tend to remember you too ;)
  • Ahh, I was just intending to flash some plumber's cleavage and call it good.
  • Wow! Beautiful work! :D
    Thanked by 1WelshPixie
  • You got a mention on Kotaku today :D

    Stasis too, indirectly in the comments: "more on stasis soon, actually....stay tuned..." - Luke Plunkett
    Thanked by 1hanli
  • I saw - posted the link a few comments higher up ^^ :D
  • Yeah-we have some cool stuff coming soon. ;)
  • Reading fail!
    Thanked by 1hanli
  • Spent a part of yesterday listening to the muzaks, I'm loving the piano work. :)
    Thanked by 1WelshPixie
  • Awesome, I'll tell Ben, he'll be pleased :D
  • PREORDERS AAAAAARGH

    http://makerseden.screwylightbulb.com/

    *runs around in circles, crashes into wall*
    Thanked by 2Tuism mycl
  • Woo! Grats :)

    *holds thumbs* *makes noise*
    Thanked by 1WelshPixie
  • Congratulations, and very good luck to you guys! ^_^
  • *runs around in circles, crashes into wall*
    Clearly you needed to USE PILLOW on WALL first. Oh well, reload, try again. :P

    Super 'grats, guys! Performing all manner of good luck rituals on your behalf here.
  • \o/

    I think that emoticon says it all.
  • Thanks all!

    Pff, wallpillows are for wimps, I play in hardcore mode ;p
  • Congratzylations! :D Seeing all the happiness around it makes me happy :D
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    Interviewed by Han on MWEB - http://www.mweb.co.za/games/ViewNewsArticle/tabid/2549/Article/9447/INTERVIEW-The-Maker-s-Eden-Charming-thoughtful-and-classic.aspx

    Tried to positively mention and particularly highlight the international success of some local games in it to offset the LazyGamer nasties, but my 'ohshitpixelboy!' post-interview sudden remembering didn't make the cut - sorry Pixel Boy >.<
  • A few more pretty pictures.

    Two 'rooms' from the game;

    image

    image

    And a bit of uh, 'promotional material' that will appear in the game at some point...

    image
    Thanked by 1Nandrew
  • Oooh, sweet references :)
  • Absolutely love the new rooms! :P I want to go to the room with the pool tables so badly! Good work guys :P
  • What is that Android dude reading? Isaac Asimov? I just looove the art BTW. What's behind that glass barriered door? He must be guarding something important. Oooooh!?
  • I like to think that he's reading robot porn.
  • @WelshPixie, hmmmm...sexy circuitry!
  • Wow I really love the art work, and robots!

    I like the way that you did the dialogue with the changing pictures, it makes it much more exciting to read (something that can sometimes be a bit boring in adventure games). In the game, the music and art really works well and adds great atmosphere. The atmosphere reminds me of blade runner.

    Looks like you are getting the praise that you deserve. Well done!
    I like to think that he's reading robot porn.
    Hahaha, love it!
    Thanked by 1WelshPixie
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    @WelshPixie... suddenly my interest in The Maker's Eden has gone from 120% to 357%...

    @rigormortis You're a natural...sexycircuitry.com is available! Register it now dude. Really. :) I thought it was a great name for a domain so I checked its availability... I'm funny (weird, not haha) like that.
  • @konman, hmmmm...do you mean I'm a natural namer of things...or mayhaps a natural adult robot content producer. I think I'd be fine with either...or both.
  • What have I started? :D
  • I bought the music last week and it's been the at the top of my playlist since. If you haven't checked it out yet you really should.
    Thanked by 1WelshPixie
  • Don't know if you know, but game got a mention on NAG website today: http://www.nag.co.za/2013/12/18/local-game-prototype-of-the-week-the-makers-eden/

    I feel terrible though I saw the game mentioned on Kotaku, and didn't know it was South African, until now :O
    but, mind you I believe that is a good thing, as the game is standing on it's own feet being recognised for what it is! It's an awesome game, and it is looking really better and better as the development is going on! :D
  • Thelangfordian said:
    I feel terrible though I saw the game mentioned on Kotaku, and didn't know it was South African, until now
    This is common for a lot of local games, as @dislekcia points out, currently you essentially have to 'break out [internationally] to break in [locally]'.

    This has been a failing of local press for quite a while now. The number of people that don't know Viscera Cleanup Detail or Desktop Dungeons are South African games is astounding. I'm going to try my best to change that (I've only begun writing for NAG Online recently. Luckily some at Lazygamer.net are also getting on board with this :).
  • To be honest, even though I spent 5 years at a digital marketing agency i still feel I have no clue how to even market to the local audience. This is a place where a new Leon Schuster movie has as much of a chance at success as a new Scorcese film.

    On top of that, our game is quite niche. Not quite a traditional point & click, not quite a visual novel - but bits of both. It already has a small audience, and only a tiny subset of that audience are likely to be in SA. ( guessing wildly here )
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