Author Archives: Alvin Herawan
We have been spending time playing and thinking about Sculpling Story’s predecessor, Shape Findings. We then have to face one bitter reality that the whole gameplay is not fun in the long run, if not, at all. This definitely affects the whole team’s morale.
At the same time, our (already few) number had been reduced. It was not an easy period for the team. We took quite a beating of such event. This is where we go to the basic and rethink the fun factor of the game. We have already designed a world. We know we want a wooden world and we want to show our world to our players in the future and such eagerness made us decide to add a tour-guiding aspect within the gameplay.
The implementation that we have in mind will make Sculpling Story main gameplay runs like an arcade first person shooter such as the classic Time Crisis, Jurassic Park, etc. where the player is ‘guided’ by a pre-determined camera movement along each stage. Therefore, adding up the action element to the hidden-object foundation.
We will be having fun creating a more polished version of the stage and testing this new direction we are currently heading.
A glimpse of the final look of the game screenshot, produced in 3D and textured in Photoshop. We are not very sure if we want the toon – look that the black line borders produced but we need to have them to refine the shapes and details.
This quick color reference does not reflect the shape of the character. It is meant as a reference to guide the texturing process.
A side-by-side comparison of the high resolution model versus the low resolution model of our first stage. From over 100k polygons to less than 20k polygons. Some objects will need to be taken away if we want to cater lower end devices. Glad we do not have any physics related in this game.
An introductory shot of the residential area for the Great Tree. It is not lively at all. We have decided to add creatures to inhabit the scene to improve it. Stay tune for more posts and updates.
A close up view of the residential area in the first floor. There are two type of houses accompanied by a bridge in the center as an ornament. Overall, it is simple, but cozy environment with trees and mushroom field. Although this is just a sketch, it is a fun process testing the rendering style that 3D Studio Max has to offer.
After modelling and placing the roots at the base of the Great Tree, we also placed small huts as a dwelling places for any sculpling which is not too fond of heights.
It was not really a break but we all went to a Unity3D workshop in Singapore which was conducted by Singapore Polytechnic to give ourselves new insights. We did slack off a little bit but we have finally revised our new logo nonetheless.
We thank Ella Prayogo once again for helping us with the previous logo. This post is a contribution to her hard work.
We have decided to create a new logo since the old one is way too similar with Animal Crossing and we definitely do not want to offend anyone (or even any aesthetics anywhere, in this matter).
During the process, we struggled hard since none of us is actually good at it at all. We managed to come out with the typography for the word “sculpling” nonetheless, but still yet to decide on the typography for ‘story’.
As you can see, we have selected our big 3 (they are literally BIG).