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Topic: Introducing The Journey Down

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26 APR 2011 at 4:58pm

theo

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I was about to make a post in the development forum, but I realized it was more or less stone dead, so I ended up posting this here instead. If this was wrong of me please say so and I'll move it to the correct sub-forum.

Now for the introduction
I'm a Swedish game developer, running my own business together with three other guys, in the city of Gothenburg. Our main project right now is the African art inspired point 'n click adventure game The Journey Down.

[IMG]http://www.slxgames.com/wp-content/uploads/inventorytest2.jpg[/IMG]

[IMG]http://www.slxgames.com/wp-content/uploads/makenassmaller.jpg[/IMG]

The Journey Down is a classic point-and-click adventure game title for the PC, planned to be released in four separate parts. The first chapter "Over the Edge" follows our brave pilot hero Bwana and his sidekick Kito as they, while trying to make ends meet, end up getting thrown into a twisting plot of corruption and adventure. The first part is scheduled for a 2011 Q4 release and is developed and published by Skygoblin in conjunction with Sweden based social game developer SLX Games.

A shortened, low-res, no speech version of The Journey Down: Over the Edge was released in the summer of 2010 as a testing prototype for the coming high-res commercial version of the game. This prototype has among other things won a bunch of funky indie awards, one of them being the coveted “AGS Game of the year” Award.

The Journey Down is developed in Adventure Game Studio and features an all original Jazz/reggae soundtrack by jazzmaster Simon D’souza.

We're doing our best at chronicling our journey on our dev-blog over at www.slxgames.com, please drop by and have a peek whenever you're bored. We love to hear your thoughts and comments, they are no doubts central to making the game as bombastic as possible.


I'd love to hear your thoughts!

[IMG]http://www.skygoblin.com/forum/devblog.png[/IMG]

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27 APR 2011 at 1:33am

walsh

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Sounds and looks great, the graphics especially. I love games which actually have stylized and unique art rather than just making things as photorealistic as possible. The African theme looks very unique too. Can't wait!

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27 APR 2011 at 6:17am

Caroline

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Nice artwork.  Good luck with the game.  

On a side note: I always thought bwana was not a real name but a word meaning 'boss'.  

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27 APR 2011 at 10:38am

theo

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Hey guys, thanks for the response! I'm glad I posted in this subforum so I actually got some views on the thread  


Walsh: Thanks for your kind words! The African style will show even more in the coming chapters as the story evolves. I hope the blend will continue to be to your liking.

Caroline: Thanks! Bwana is actually a Swahili word, meaning "man" or "sir". There are lots of Swahili words allover TJD, mostly in character names though


I'll be sure to post updates here when I've got some! Thanks for reading. If you try out the prototype version of the game I'd love to hear your thoughts on what can be improved for the commercial release.

Thanks!

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28 APR 2011 at 4:51pm

CrisGer

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Theo good for you! Nice to see such a brave effort being realized. Keep going. Adventure Game Studio is a great tool set and I am glad it is working for your team. That is an almost unique subject area and a good one .... glad you have made such progress and all the best wishes for your success. Thanks for sharing with us and keep us posted on developments please.

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29 APR 2011 at 5:38pm

tincup2

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Looking forward to it!

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1 MAY 2011 at 6:12am

Lurker01

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I can't hear voices when playing the prototype. Is voice acting included or were you planning to add it later?
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein

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5 MAY 2011 at 1:13pm

theo

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CrisGer: Thanks very much for your encouraging words! I'm glad you are enjoying watching our dev-process, I love sharing it!

tincup2: Great!

Lurker01: Exactly, voice acting is one of the selling points of the commercial release of the game
Voices, additional rooms and puzzles, and high res art are basically what will be added. If you've got any feedback on the prototype, please let me hear it!

Here's another new screenie from the devblog. I'm happily painting away on the new room backdrops while Henrik keeps playing around with our rendering pipeline. Mathias has started scratching his head delving into the spaghetti code of the AGS engine, and Markus is, well, busy with other things.   8-)

[img]http://www.slxgames.com/wp-content/uploads/freezerroom4_medium.jpg[/img]

Man I'd love to give Bwana -the main character- unique frames in here sort of squeezing his body together against the cold. What a truly bad idea.  :


Keep the comments coming, please



Follow the devblog over at slxgames.com!


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13 MAY 2011 at 1:34pm

theo

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[IMG]http://www.slxgames.com/wp-content/uploads/bossroom.jpg[/IMG]


Here's a new pic from the intro of the game, comments as always appreciated.

Also there's a pseudo new post on the dev-blog about some of the new music, If you're into jazz, I recommend checking it out.

The soundtrack is written and performed by my now good friend Simon D'souza, a UK based saxophone magician who also does music for theatre etc. A real cool cat, in short.   8-)

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28 MAY 2011 at 4:34pm

theo

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Hey guys, just wanted to drop a line and say work on JD is moving along nicely! I hope some of you guys find this relevant and not just like me spamming. If my double posting bothers anyone just say so and I'll do my best to adapt


Check out the new revamped interior of Kaonandodo's Gas 'n charter:

[IMG]http://www.slxgames.com/wp-content/uploads/bwanasinterior.jpg[/IMG]

I finally got the chance to add some nice African carvings to the backdrop, it's nice with the new high resolution to actually be able to see 'em in their full glory!

All feedback is appreciated. Thanks!

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2 JUN 2011 at 5:00pm

theo

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We just released a preview of the voice of Kito, the mechanic sidekick, over on the dev-blog!

A couple days ago we also released a sneak peek of what Bwana, the main character sounds like. Please head on over to the dev-blog and check 'em out! We'd love to hear your comments.  


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16 JUN 2011 at 11:32am

theo

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I'm posting to say that we've just updated the blog today with a sneak peek of the voice of Lina. Thus finishing our lead cast preview on the dev-blog. Check her voice out and tell us what you think!

[img]http://www.skygoblin.com/wp-content/uploads/linabook.png[/img]

Keep your eyes peeled on Skygoblin.com for more updates regarding The Journey Down!

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16 JUL 2011 at 6:59pm

theo

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Here's a fresh look at what Kito, our chunky sidekick looks like in 3D!

[img]http://www.skygoblin.com/wp-content/uploads/3dkitobig.png[/img]

Hope you like how he came out. I think he's quite faithful to the original 2D version of him. Also, check out the devblog to read up on some of the roots of the artwork in TJD!
I'm hoping to make a little series of posts about the artistic origins, and the one I posted yesterday, is the first of what will hopefully be a collection of such posts.

Please, don't be shy with your feedback! It's much appreciated.

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20 JUL 2011 at 8:10pm

Child Of Dunwich

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And where is your character?  :-?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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20 AUG 2011 at 8:16pm

theo

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Child Of Dunwich: The player character's name is Bwana (That's swahili for Man or sir). If you're curious about what he looks like, I recommend checkin' out the website.

In other news we're slavin' away at a crazy high tempo now, churning out Bwana and Kito animations 20 a week, also we're hard at work finalizing and animating our backdrops. Click the one below to check out some behind the scenes stuff on our devblog!

[img]http://www.skygoblin.com/wp-content/uploads/trainstation_small.jpg[/img]

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4 OCT 2011 at 9:43am

theo

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We finally got our new "The Journey Down" website up and running with a couple of brand new screenshots and info on it! Here's a quick peek at a couple of the screenshots featured on the site:

[img]http://www.skygoblin.com/the-journey-down/jdscreens/thumb1.jpg[/img] [img]http://www.skygoblin.com/the-journey-down/jdscreens/thumb2.jpg[/img] [img]http://www.skygoblin.com/the-journey-down/jdscreens/thumb3.jpg[/img]

As always comments are appreciated, we love to hear people's thoughts on the stuff we create! Either here or on the devblog over at www.skygoblin.com.

Don't forget to visit the website to see the rest of the screenies. Also, please give us some sweet internet-love by hitting the good ol' spammy like button. It makes a difference. Thanks


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4 OCT 2011 at 6:58pm

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Well, I seem to have arrived at the party rather late.


I've posted an Upcoming Release page for the game which likely reflects some of the same material that's been displayed here. I was unaware of this thread when I created the page.

See http://www.justadventure.com/yabb//YaBB.pl?num=1317754373/0 for details.

See my portfolio of original artwork at http://home1.gte.net/res0b8zk/portfolio/resources/portfolio.htm

I put my heart and soul into my work, and have lost my mind in the process. - Vincent van Gogh


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10 OCT 2011 at 7:19am

theo

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Better late than never! Thanks for the coverage karla!

Appreciate it.  


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10 OCT 2011 at 10:26pm

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Mind blowing. I'd love to get a poster of the artwork too.

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25 NOV 2011 at 9:17am

theo

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Figured it was time for an update. We've been so busy churning out point-n-click sweetness, we forgot all about taking the time to get down and dirty with some good old spamming. We are slowly closing in on release after all, and with zero money for advertising, ranting on forums is just about our only option for being seen, pre release.

Progress is moving along beautifully. We recently changed game engine from AGS to our own home-grown Gobby engine, which at a start pretty much put production to a complete stand still, but now that we've settled into the new milleu, it really turned out to be a good idea. Not only does it allow for easier multi-platform porting, it also gives us artists a wider range of new neat tools to work with to make the environments blend together better, without bogging down the system.

Working with Adventure Game Studio has been great though and I'd still recommend it to anyone who wants to get into point-n-click game making. It's a brilliant tool with incredible possibilities and it's got a great game developing community attached to it to boot. Our main reason for changing was the single-platform issue. Our in-house programmers decided that understanding and reverse engineering the innards of AGS would be more work and less fun than simply building our own streamlined, TJD specific development environment, built from the start with the intention of porting the game to several different platforms.

We are currently aiming for a PC, Mac, Android and iOS release some time Q1 2012.

Work on in-game assets is slowly starting to get wrapped up. Most backdrops are ready and animated, almost all characters have been built and animated. Music and speech is all pretty much in place except for maybe a third of our main characters lines, (There are over 1300 of them, heh.) The only major parts missing are some scripting and working on the intro+outro cinematics. In short, we are slowly getting there!

Please drop by the dev-blog a little now and then to catch up on or progress.



Last edited by theo : 25 NOV 2011 9:17am
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25 NOV 2011 at 5:54pm

Thaumaturge

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It looks as though your game is coming along rather well - and if I may say, you do seem to have a rather striking art style in use here. ^_^

 

I'm interested to read about your change in engine - and it looks as if you're developing a good one!

 

If I may, I have two questions:

 

1) Do you have plans to release the engine at some stage for others to use?

 

2) Did you ever look at Unity?  While not specific to adventure games, I do seem to recall that it allows for multi-platform builds, and I seem to recall my development experience with it (albeit again not specific to adventure games) being rather positive.


MWAHAHAHAHAHA!!!

 

*ahem*

 

Sorry.


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27 NOV 2011 at 2:11pm

theo

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1) We are considering doing so. We have however realized that releasing it without supporting it would be pretty pointless, and supporting it means a lot of extra work. Writing documentation and keeping it up-to-date, etc. This is extra work that we'd prefer to avoid alltogether.

 

2) Yeah we've looked a lot at Unity. Our programmers aren't really satisfied with Unity's handling of 2d assets, though one must admit that unity nowadays is an incredibly impressive development environment in many other aspects. Also, I think our programmers wanted to build something from scratch for the very simple reason that it is more fun that way

 

Thanks for your kind comments.



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10 DEC 2011 at 2:36pm

theo

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Hey, just thought I'd share a pic from our dev-blog. Sketches from The Journey Down. Thousands of sketches.

 



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11 DEC 2011 at 2:43pm

Thaumaturge

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Originally Posted By theo

1) We are considering doing so. We have however realized that releasing it without supporting it would be pretty pointless, and supporting it means a lot of extra work. Writing documentation and keeping it up-to-date, etc. This is extra work that we'd prefer to avoid alltogether.

 

2) Yeah we've looked a lot at Unity. Our programmers aren't really satisfied with Unity's handling of 2d assets, though one must admit that unity nowadays is an incredibly impressive development environment in many other aspects. Also, I think our programmers wanted to build something from scratch for the very simple reason that it is more fun that way

Fair enough on both counts. ^_^

 

As to the first, you might get around the support issue by passing the project on to others, perhaps even the community, if you're comfortable with doing so (I imagine that I'd have at least a little reluctance to let go of such a thing made by myself).

 

(It just seems to me to be a pity to lose a potentially good engine for other projects, especially since it seems to fill a niche that isn't occupied by another. :/)


MWAHAHAHAHAHA!!!

 

*ahem*

 

Sorry.


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15 DEC 2011 at 12:33am

theo

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If you're curious about some of our technical thoughts and motivations regarding sharing / not sharing, Me and Markus, the lead programmer on Gobby/GobEd have been doing some ranting over on this thread on the AGS forums. Maybe that sheds some more light on things. Or just confuses you furhter, heh. Not sure.

 

Anyhow this definitely seems to be a pending "issue".



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