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The game consists of connections between stars into constellations in a 3D plane, which tell a greater existential story leading you deeper into space.

The most important aspect of the game is the way that the player should feel while playing, which is relaxed and curious. The game's main aspects are discovering new planets and suns, enjoying the scenery, getting from point A to point B, and lastly creating constellations to gain energy to high speed travel to another section of space. Since everything is symbolic there is no need for any text, also the controls will be so simple anybody would be able to play it immediately without instructions, much like Journey (That Game Company, 2012) for Playstation3. Inspired by graphics from Studio Ghibli and images from the Hubble telescope, as well as games such as Swords and Sworcery (Capybara Games, 2011) it should display wonder and vastness.


This is a college project with the theme being: textless. We are 14 game developer students from Sweden working on it and will hopefully release and enjoyable game that everybody can play in about 9 weeks.

Stay in touch if you are interested and check out our concept art. We will be releasing testable versions later on and would be really happy to get some alpha-testers that can give us feedback and help us debug.

For more frequent and minor updates, follow us on facebook!

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Hello again!

I thought I would use this update to talk a little about some of the creative decisions we've made during the game's production. One such decision we had to make was in what direction we wanted to take the gameplay.

Screenshot from an early build were you could link together any planet.

We noticed that the gameplay in Saganista could be used in a sort of creativity-sandboxy way. In early versions of the game players could draw lines between any planets and any stars. They could also draw lines on the planets' surfaces. This mechanic was highly appreciated and a lot of players thought it was fun to draw different shapes and connect the planets in any way they wanted.


An example of a shape drawn on a planet.

However, this also led to a huge frame-rate loss due to the number of draw-calls required to render all the connecting lines and updating them as the planets moved around the suns. We tried different solutions to this problem, (solutions which the programmers could explain better than I could) but we didn't find any way to make it work without suffering huge frame-rate losses. We also felt that we had strayed from the original point of the game, which was to immerse the player in space and convey that same sense of wonder you get when you're stargazing. To be passive instead of active and just take in the beauty and wonder of space.

In the end we made it so the player is only able to link stars together since they don't orbit around anything. We also limited the amount of connecting lines a player could have, so as to not reduce the game's frame-rate. Our solution was to have altars where the player would pick up energy to be able to put down the lines connecting stars. By doing this we also gave the player a reason to go to different planets and experience the dynamic music.

We want to add more exploration enticing mechanics such as hidden collectibles that could change the characters texture, or altars that have some sort of story on them, or even small populations of plants and animals. Since we probably don't have enough time for those things, we are focusing on making the flying experience and relative look and feel of the game and pleasing as possible.
If it were possible, I think that a combination of creativity and exploration is by far one of the best for Saganista. The lack of defining puzzle mechanics makes exploration and something creative feel even more entertaining, and it even fits better in the style of the game. Along with a relaxing soundtrack, a large playing field, and pretty scenery, having something creative could solve the issue of exploration, although it does not solve the issue with low frame-rate and a natural feeling space setting.

// Erik & Josef (Design)

Second! …Is that how this works?

Second! …Is that how this works?

News

A basic summary of the game's plot, gameplay and tone.

Saganista: The music system

Saganista: The music system

News

Music! It's a part of most games. In this post, we'll talk about the system behind our music, and how we've created it to fit the relaxed style of Saganista...

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Saganista Beta

Saganista Beta

Full Version

You play as an inter-dimensional creature that stumbles into our universe, where you then proceed to create constellations by pulling energy from one...

Alpha Demo

Alpha Demo

Demo 1 comment

A short alpha demo of our game. For PC. Keyboard can be used but Xbox controller is recommended.

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Artsy fartsy! I like it :)

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Saganista (Gemini)
Platforms
Windows, Web, X360
Developer & Publisher
Stars & Stuff
Engine
Unity
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Style
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Adventure
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Abstract
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Single Player
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Indie
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