What changed
0 fixes3 additions4 changes0 removals
addedLife UpdateIn other good news I’ve also completed a world building fellowship with Epic games. It's been an honor, and a privilege learning alongside folks who've worked on some of the largest IPs, from the Lord Of The Rings, to the Matrix series. I feel honored, and humbled. My work in the industry hasn't gone unnoticed. I was 1 of 100 people chosen to be included. I’ve learned a lot from this experience, met a lot of incredible people, and I’m excited to bring some of those new skills to Ira. All that being said, I’ve been happily working on Ira, and have made a lot of progress. I’ve overcome many of the shortcomings that playtesting brought to light. But enough about me, let's get into a big Ira update! This is an exciting one…
changedGameplay FootageLet's start off this update with actual gameplay footage! This clip is from early in the game and is an introduction into the world. Here you will meet Jo and Patrick. Jo works at the local service station and supply depot. Some of you will remember rough / preliminary screen shots of this place a loooong time ago. So, without further ado, Ira gameplay footage!!! Most characters still need emotive voice work, and the dialogue needs a little touchup work as well. Overall, I’m really happy with the state of things. It feels pretty good.
changedGameplay FootageOn a side note Ira will not have any “real” voice acting via characters. They will have abstract sounds to represent their language. It sounds weird but it works in tests.
addedGame MechanicsI've recently completed an updated Interaction system. The old full body radial menu was just too much trouble, too complicated, and in general didn’t add to the experience as I would have liked. So, I’ve moved to a more simpler / classic Icon drawer solution. Does it look as cool? Nope (it doesn't look bad either). Is it way more functional? Yes. Yes it is. Will anyone notice besides me? Probably not. All in all a nice reduction of complexity without taking away from the experience.
addedGame MechanicsI’ve added more Inventory additions for more gameplay opportunities. Play testing found this area lacking. More inventory interactions have led to more environmental storytelling opportunities!
changedCharactersCharacters have the ability to pay attention to things, and to emote contextually. That might not sound like a lot but when Luis follows Jo around and looks at her it makes a huge difference in making them feel alive, and not just some lifeless automatons. I’m loving how it feels. Do note, this is just a test room clip, and not final gameplay.
Ira Act 1: Pilgrimage changes
addedIn other good news I’ve also completed a world building fellowship with Epic games. It's been an honor, and a privilege learning alongside folks who've worked on some of the largest IPs, from the Lord Of The Rings, to the Matrix series. I feel honored, and humbled. My work in the industry hasn't gone unnoticed. I was 1 of 100 people chosen to be included. I’ve learned a lot from this experience, met a lot of incredible people, and I’m excited to bring some of those new skills to Ira. All that being said, I’ve been happily working on Ira, and have made a lot of progress. I’ve overcome many of the shortcomings that playtesting brought to light. But enough about me, let's get into a big Ira update! This is an exciting one…
changedLet's start off this update with actual gameplay footage! This clip is from early in the game and is an introduction into the world. Here you will meet Jo and Patrick. Jo works at the local service station and supply depot. Some of you will remember rough / preliminary screen shots of this place a loooong time ago. So, without further ado, Ira gameplay footage!!! Most characters still need emotive voice work, and the dialogue needs a little touchup work as well. Overall, I’m really happy with the state of things. It feels pretty good.
changedOn a side note Ira will not have any “real” voice acting via characters. They will have abstract sounds to represent their language. It sounds weird but it works in tests.
addedI've recently completed an updated Interaction system. The old full body radial menu was just too much trouble, too complicated, and in general didn’t add to the experience as I would have liked. So, I’ve moved to a more simpler / classic Icon drawer solution. Does it look as cool? Nope (it doesn't look bad either). Is it way more functional? Yes. Yes it is. Will anyone notice besides me? Probably not. All in all a nice reduction of complexity without taking away from the experience.
addedI’ve added more Inventory additions for more gameplay opportunities. Play testing found this area lacking. More inventory interactions have led to more environmental storytelling opportunities!
Life Update
Hey there folks! It’s been a minute. Last time I posted an update I was climbing out of a tough place. I didn't intend to worry anyone, my intention was to be transparent, and normalize some of the struggles that we all go through in life. Doing creative work while being depressed was just about impossible, but things have continued to go well in recent times. Honestly, I’m doing solid (all things considered), and through a lot of hard work have found my way. Anyway, enough about that. Moving on!
In other good news I’ve also completed a world building fellowship with Epic games. It's been an honor, and a privilege learning alongside folks who've worked on some of the largest IPs, from the Lord Of The Rings, to the Matrix series. I feel honored, and humbled. My work in the industry hasn't gone unnoticed. I was 1 of 100 people chosen to be included. I’ve learned a lot from this experience, met a lot of incredible people, and I’m excited to bring some of those new skills to Ira. All that being said, I’ve been happily working on Ira, and have made a lot of progress. I’ve overcome many of the shortcomings that playtesting brought to light. But enough about me, let's get into a big Ira update! This is an exciting one…
Let's start off this update with actual gameplay footage! This clip is from early in the game and is an introduction into the world. Here you will meet Jo and Patrick. Jo works at the local service station and supply depot. Some of you will remember rough / preliminary screen shots of this place a loooong time ago. So, without further ado, Ira gameplay footage!!! Most characters still need emotive voice work, and the dialogue needs a little touchup work as well. Overall, I’m really happy with the state of things. It feels pretty good.
On a side note Ira will not have any “real” voice acting via characters. They will have abstract sounds to represent their language. It sounds weird but it works in tests.
Game Mechanics
I've recently completed an updated Interaction system. The old full body radial menu was just too much trouble, too complicated, and in general didn’t add to the experience as I would have liked. So, I’ve moved to a more simpler / classic Icon drawer solution. Does it look as cool? Nope (it doesn't look bad either). Is it way more functional? Yes. Yes it is. Will anyone notice besides me? Probably not. All in all a nice reduction of complexity without taking away from the experience.
I’ve added more Inventory additions for more gameplay opportunities. Play testing found this area lacking. More inventory interactions have led to more environmental storytelling opportunities!
Characters
Characters have the ability to pay attention to things, and to emote contextually. That might not sound like a lot but when Luis follows Jo around and looks at her it makes a huge difference in making them feel alive, and not just some lifeless automatons. I’m loving how it feels. Do note, this is just a test room clip, and not final gameplay.
Music updates
Davide is back in action for the final version of Ira and so is Tim! Davide is crafting character themes and motifs to further push emotions in dialogue / character interactions. Check out a gameplay example above where you can hear a theme for Patrick. It’s a bit melancholy, and you know