Lovecraft Tales will be 2d side-scrolling game, but it will be built it full 3d, using Unity engine. I call it adventure game, but it's probably not what you think of, when you think of an "adventure game". I really don't focus on genres, I focus on creating immersive world and cool gameplay.
3d approach to a 2d game I tried to use 2d engines, but none of them gives so much flexibility. Besides that, real perspective goes far beyond parallax layers, and makes whole game more scalable - it allows to use lights, mix some 3d models with 2d (although I don't want to do it, because I want to keep that style. Besides that, 2d is what is possible and what such a small team can handle). Plus, it handles lots of objects efficiently
Mechanics - keep it simple (but not too simple) Whole idea evolved from my inspiration with Limbo, and my experience I gained from working on OddPlanet. I wanted to extend that concept, make it bigger, longer, scarier, more fun, more interactive, more lively and less linear. Unfortunately, it wasn't possible then, due to technical limitations of the engine and mobile devices.
Although, I want to keep the mechanics simple. Of course there will be some puzzles to solve, but I want to focus on creating some repeatable systems, that will add more fun at a relatively low cost, instead of focusing on sophistcated, unique puzzle.
By that I mean:
Non-linear level structure To tell Lovecraft Tales right I need to create tension and it seemed to me quite difficult to achieve with a side-scrolling approach - because when you face thing, you just face it and that's it. You can kill it or be killed, but there's no way around.
But then it just struck me - of course there can be a way around it! I can just create layered level and switch between layers, back and forth. So, that's the concept that's gonna make this game different.
Art There's one cool thing about 2d- it won't age. It will always look great.
I was raised on games that are back in fashion now. Although I really love pixel art, and right now there are more and more professional looking productions, I'd like to do something opposite - take that feeling that I remembered from the old games, take the best from their mechanics and use today's technical possibilities to push it beyond previous limitations.
It's kind an old-school done like a new-school, I hope you get my idea :).
Music Ahh, here's my favourite part. It was playing in my head from the very beginning, I think, and maybe that's why I'm so clear and so excited about it - and now even more excited, because I found someone who is capable of doing is.
Music will be a unique blend of dark ambient (inspired by artists like Lusmord) and classical one (like Alfred Schnittke in some intense parts). It will be dynamic, context-dependent, and played on real orchestral instruments. I hadn't heard what Hubert prepared when I was writing these words, but your mind has been probably blown already :).
It was a dark and stormy night when we signed Lovecraft Tales, an original horror adventure with survival elements. It’s a spawn of CVLT Games, a small development studio from Bytów, Poland.
The game’s hero finds himself in a dark, swampy province in Vermont. He quickly realizes that the area is controlled by aggressive cultists. Will he find out what the hell is going on there before he dies or loses his mind? Let’s wait and see.
Fat Dog Games
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