Render Pass: Great Tree Roots Area

Light Tracer Render

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.

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After A Long Break

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.

Old Logo In Action

Old Logo in A Loading Page

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Sketch: Great Tree Residential Buildings

Here are some variations for residential houses which will sit within the branches and twigs of the Great Tree. We imagined how a single sculpling, duo sculplings or even a family of sculplings would love to reside in. Each sculpling occupies what it needs so that none of them will have too much or too few.

Sculpling House Sketches

by Jaya and Alvin. Copyright 2012 Oluss Studio. All Rights Reserved.

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Exploration: Logo Design

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’.

Typography Line-Ups for Logo

by Alvin Herawan. Copyright 2012 Oluss Studio. All Rights Reserved.

As you can see, we have selected our big 3 (they are literally BIG).

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Sketch: Details of The Great Tree

We further develop our Great Tree level by adding more details and variations. The first step we took was to take each level as a ‘village on an island’. This being said, every level has to have its own natural landscapes, body of water and food source to support any living creature within. Once it is considered habitable, we build dwellings on top of it and provide various types of buildings to give an indication of society living within these dwellings.

The most fun part is to create variants of buildings for different functions based on a single type of design. For this level, since most of its inhabitants are bird-like sculplings, we decided to design the buildings resembling bird houses in real life. We then create its variants by putting them together to make a gathering hall at the top, small and large residents throughout and industrial buildings such as granary and mine.

We purposely keep the image big so that you can enjoy the details of each part.


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Sketch: Old Ones

I did some diggings on our preliminary works and found this old 3d models that was initiated this whole project. I hope it inspires you as it did to me.

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Taking a few steps back, we would like to give credits to a few other works which deeply have been and always been inspiring and motivating us.

The first one(s) is the hidden-object genre games which had been evolving into another form of story-telling application. It is the genre that gave us the question: “What if it is done in a 3D environment?”

Secondly, the cute and cuddly ; We first saw it in 2007 and it struck us – Its visual aesthetics, control fluidity, user experience, plus its technical execution.

Lastly, the cute, cuddly and solid crafts of Erzgebirge (Ore Mountain). We could have used another post to just list down the meticulousness of this craftsmanship and yet we are pretty sure we could have overlooked the other aspects of its beauty.

We simply hope Sculpling Story will be a game that do these great works justice in the long run.


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Sketch: Great Tree

Here’s a sketch of one of the levels in Sculpling Story.

On the branches of this great tree, lies many dwellings for animal sculplings.

Sculpling Story Level 1

by Jaya & Oluss Studio. Copyright 2012. All rights reserved.

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What Is A Sculpling?

Some of you might wonder what a sculpling is. A sculpling is a creature consisting mainly of a single piece of sculpted wood. In every piece of a sculpling, lies its heartwood. This is the essence of every sculpling. It has strength that affects other pieces of sculpted wood just like a piece of magnet affects other metals.

Every sculpling has different capabilities, which differs based on the strength of its own heartwood. Some could control bigger parts, while others could control smaller but more parts.

Take a look at a human sculpling below called Schonopoly. At infancy, it only has one piece as its head. As it grows up, it could control more parts to be its head accesories and pants. It then soon found a nice pair of spherical wood pieces to be its hands. As it lives its life, it happened to find bigger piece of accessories that it fancies and therefore taking them close to it.

Sculpling's Life Cycle

Schonopoly: from Baby to Adult - by Jaya & Oluss. Copyright 2012. All rights reserved.


Hope this could get you knowing this unique creature a little bit more.


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Raycast Hit!

Hello guys! Programmer here! :D

So, after we found out that there are some problems regarding our old selecting method (yes selecting the object, what else?), we decided to research more about other possibilities regarding selection method, as this is indeed one of the most important thing in hidden-object game.

So, I decided to try out the Raycast Hit, which Mr. Alvin have tried it before and said that he got some problems regarding Raycast hit, but at that time I didn’t have the chance to really go into raycast hit, so here it is some snippet of the raycast hit:

function Update () {
   if (Input.GetMouseButton(0)) {
      var hit : RaycastHit;
      var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);

      if (Physics.Raycast(ray, hit, 100.0)) {
         if(hit.transform.gameObject.tag == "Cube") //do something with cube objects
         else if(hit.transform.gameObject.tag == "wrong!") // is not our target.
         // so on so forth

So far the code is working like a charm in test scene, will update you guys when we actually move this inside the game scene. Hope this helps the others. =)

Keep Coding!


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