Yeah, he's a big boy. lol
Yeah, he's a big boy. lol
Nice character designs. I ran across this on FB; looking really good!
Thanks so much! I really appreciate it. I'll make sure to pass it along to Nick (@FeuganRa on Twitter). : D
Thanks! I'll pass it along it Chris (@xGucciMac on Twitter). He'll really appreciate it. : D
Hey, everyone! I'm trying to take part more in the IndieDB community, so I just wanted to take a moment to say, "Hi." My name's Eric, and I'm the producer & community manager for PolyKnight Games. Social media is a big part of my job, and while I'm by no means an expert, I'd love to connect with fellow indie marketers and developers to share ideas.
We're currently developing a game called InnerSpace, which you can check out here on IndieDB. We're also active on Twitter, if you want to connect and be internet friends.
Hey, everyone! My name's Eric, and I'm the producer & community manager for PolyKnight Games. We're currently making a game called InnerSpace, which we're developing in Unity 5.
InnerSpace is a flying exploration game set inside a series of interconnected, inverted spheres. Within these spheres, gravity pulls outward, which causes the center of the world to be hollow, while land and water follows the circumference. The majority of gameplay involves exploring the three spheres (called "bubbles"), collecting relics that detail the history of the world, and encountering each bubble's resident demigod. The exploration in InnerSpace is inspired by games that encourage player-driven exploration and discovery, such as Proteus and Journey, while the demigod encounters take note from Shadow of the Colossus.
Hey, everyone! I'm trying to take part more in the IndieDB community, so I just wanted to take a moment to say, "Hi." My name's Eric, and I'm the producer & community manager for PolyKnight Games. We're currently developing a game called InnerSpace, which you can check out here on IndieDB. We're also active on Twitter, if you want to connect and be internet friends.
InnerSpace is a flying exploration game set inside a series of interconnected, inverted spheres. Within these spheres, gravity pulls outward, which causes the center of the world to be hollow, while land and water follows the circumference. The majority of gameplay involves exploring the three spheres (called "bubbles"), collecting relics that detail the history of the world, and encountering each bubble's resident demigod. The exploration in InnerSpace is inspired by games that encourage player-driven exploration and discovery, such as Proteus and Journey, while the demigod encounters take note from Shadow of the Colossus.
Oh cool! I read about this on Kill Screen last week. Congratulations on shipping; I'm really intrigued by it. I love the minimalist style. Congrats! : D
Cheers! Glad you like what you've seen so far. So, InnerSpace is a game about personal discovery and player-driven progression. I like to consider it split into three unique, but connected forms of experience.
1) Exploration: The majority of gameplay is exploring the world and interacting with the environment. The world is filled with many small and large-scale interactions that, through your actions, have an effect on the environment. Through these interactions, you'll learn more about the world and your place in it. You'll also find a lot of fun distractions and cool shortcuts through areas.
2) Relics and defined narrative: As you explore, you'll discover relics that are remnant's of the now-extinct civilization's history. In conjunction with observing and discovering on your own, these relics provide insight into the mysteries the game has to offer.
3) Climactic encounters: Finally, there are giant creatures, the demigods, that are integral parts of the world and its ecosystem, which you'll encounter. Much like environment interactions, these encounters reflect the role the player has in the world and its future.
Overall, InnerSpace is about exploring and discovering the answers to the mysterious world. We want it to be open enough that people with various play styles can enjoy. For fans of narrative, the relics will present a way to learn more about the history of the world and help to decipher what happened to the civilization. For fans of exploration-heavy games, it's an inter-actable world that can be flown around, through, and in.
Sorry if I got a little long-winded, but I hope that answers your question. : D
I'm glad you enjoy reading them. Hopefully, they provide some insight into how we view games and design, in general.
Glad you liked it! It was a good way for us to analyze the concept as a team, which actually influenced some design decisions.
Thanks for the follow! I often find that I personally accept many aspects of game spaces as products of "game logic." However, when world-building, I feel that considering the questions that are presented in the article is a good exercise in the process. Overall, it helps to build a more cohesive, believable universe.
Thanks! No Man's Sky looks amazing, so to be mentioned in the same breath is very cool. Glad you like what you've seen so far.
Sorry to hear that. We wanted to describe the design process behind our world-building, since so much of the narrative will be told through gameplay, rather than dialogue or cutscenes.
We're going for what we call a "painterly" aesthetic, so that the game will, at times, feel like a oil painting. For example, structures in the distance become flat silhouettes with a solid color. We felt this was the most elegant solution for a game that required forms that were easy to read, due to the player's movement speed.
Hope you check back with us as we get farther along in development to see if there's anything that changes your initial impressions. : )
We can't wait to let you try it out! Thanks.
That's really nice, thanks! Keep an eye out for our Kickstarter, next week, if you're interested!
I love the style! Especially the low-poly forest and canyon.
We switched to Blender from Maya for our current project, this summer. Our 3D artists were a little unsure of it at first, but now can't imagine working with anything else with an indie budget.
ericbrodie
Eric joined
Producer & Community Manager for PolyKnight Games.