Semblante posted on Play This Thing!
Even though our priority is the Tsar Project, we didn’t left Semblante behind. We’re sitll working on it to improve the gameplay and sharpen the game concept, looking forward to achieve a more complet experience on what’s been proposed for the game.
We just got extra motivation! =)
We are finally back from the Global Game Jam and we’d like to produdly present the result of our 48 hour effort: Semblante.
Before I start, a brief clarification. “Semblante” is a portuguese word that means “visage”. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when spoken in native portuguese at least) the other reasons are pretty much subjective and we leave to each one his own to think about it or not.
The game is still a little incomplete as of now, even if it has a beginning and an end, as we need to work out some of the mechanics, asset implementations and general level design. Semblante is also quite simple, you control Jung inside its own mind as it searches for its own identity (represented as a mask) while avoiding the shadows that lurks within. The metaphor is obvious and I will not linger on it anymore.
The mechanics are pretty simple. Jung has 4 mechanics. It can move, jump, shine and scream. To shine, the character needs to stay in light spots to charge its body. Jung glows for a limited amount of time and while it is glowing, shadows are repelled by it. Jung can also use its remaining glow to scream and attract shadows to itself. We have a lot of bugs to work out still but the core mechanics are all there.
The guys at PUCPR jam site (we are at the right, with “uniforms”)
Aside from the game itself and talking about the Jam itself. It was a pleasing (and exhausting) experience to participate on a Global Game Jam. The extra hands were crucial for the game to come into fruition. In the name of the team I’d like to thank, Flor, Santo, Paulo and Rossato for their effort and dedication during the Jam. We also want to thank Bruno Campagnolo for organizing the Jam Site and the free sodas and sfihas. We’d like to do it again next year!
Here we are, Adugans and friend developers, at Global Game Jam.
We had a hard time defining the game concept. That happened not because we found it hard to fit a game concept to the theme proposed, but because we always have a creative boom and we end up having so much options that it’s difficult to pick up one way to go.
Even so, our sub-teams managed to make substantial advances. Game design defined the game mechanics and challange pallet; having the game concept the screenwriting team could work out the plot and main character; graphics develped some tilesets, props, and some animations fo the main character and enemies.
The prototype is almost with all mechanics and features implemented. By the time it’s all done, game design will start composing the level design.
Considering it all, we have a nice optmistic feel!
Later on we’ll talk more about the game itself.
Stay tuned! =)