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In addition to a few new screenshots, in this update I talk about safety, since its one of the emotions I’m consciously trying to procure in Eastshade. I also show and talk a bit about the inventory system and GUI I've been working on.

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Tent at the Edge

I’m a subscriber to the up-and-coming idea that games have potential to invoke a much broader range of emotions than what we’ve been seeing so far. Jenova Chen (co-founder of thatgamecompany) has pointed this out very eloquently in a number of interviews and talks. One emotion that I’m consciously trying to procure in Eastshade is safety. I think this medium is particularly suited to do this effectively, since in a game, one must overcome danger themselves, rather than sit back and watch events unfold as in a book or movie. In traditional RPGs, I love the feeling of returning to the safety of an inn after surviving a treacherous dungeon.

Tent at the Edge

To effectively create that wonderful feeling of safety, there has to be some danger. While there are no hostile AI in Eastshade, the world itself is as dangerous as it is beautiful. You have to pay attention to your malady, cold, exhaustion and hunger, and as you travel, you’ll deal with “conditions” that the environment will inflict on you. Jumping in water will make you wet for some time, which makes you colder. Walking without boots in rocky tide pools will give you a deep cut, which continues to affect your Malady bar until you bandage it. The tent pictured above, safely perched on a seaside bluff, restores the players exhaustion, and the fire keeps them warm.

Tent at the Edge

Of late, I’ve been working on inventory systems and GUI. On the left is your stuff and on the right are the schematics you’ve acquired (crafting recipes). At the bottom are your vitality bars. The lovely icon art is being made by my girlfriend, Jaclyn. She’s an artist as well. Our avatar is doing pretty good at the moment. On each side of the vitality bars are equipment slots. You won’t be able to equip an acorn (as indicated in the image), because I tried equipping one in real life today and it had little effect. For some reason I thought it would give me resistance to poison. Provided you’ve the schematic and the necessary materials, you’ll be able to create vehicles (a means of travel) and gear (protection from some of the “conditions” the environment will give you). Items will be sprinkled throughout the world, but the schematics will be particularly valuable, and will primarily be acquired by reaching new places. I have a novel idea for the way which rewards are delivered but for moment I don’t want to talk about it until I’ve actually tried implementing it. I will say that whatever this delivery method ends up being, it definitely won’t be a loot chest.

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Lesbian_Owl
Lesbian_Owl

WTF?!?!?!? This looks hell nice for Unity Oo unacceptable...

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axelzthex
axelzthex

pretty nice things can be done in unity if you know how to do it

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DannyWeinbaum Author
DannyWeinbaum

My theory is that few AAA artists use it, so few AAA artists want to try using it. So at this point its a self-perpetuating fallacy. I prefer it graphically to Cryengine, because you can easily customize shaders.

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Jetcutter
Jetcutter

First or Third person view?

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DannyWeinbaum Author
DannyWeinbaum

First! I prefer to experience worlds through my own eyes. Things look so much less epic in 3rd. Also it saves me the massive nightmare that is animating a main character for every gosh darn little thing.

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Lesbian_Owl
Lesbian_Owl

I really extreme like to test it Oo this looks .. looks so... soo.
Awesome

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go0der
go0der

As good as the game looks, and not to be mean, but you can't expect players to have fun by changing out of wet clothes. Even though this fits under "hostile AI", are you at least going to implement hostile wildlife?

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DannyWeinbaum Author
DannyWeinbaum

There is no combat. Its not about changing out of wet clothes its about using water as a sort of impass. But I get what your saying and you might be right. I won't know until I have more stuff working. I have no doubt that non-violent exploration is something that could be as rich as dude killing. If my game ends being boring its not because there were no dudes to kill, its because I failed as a game designer.

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~Leafshade~
~Leafshade~

That attitude is all i need to know this game will be great.

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go0der
go0der

I agree.

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alvarofer0021
alvarofer0021

I really love your idea / game!, visually it looks great and the idea you have in mind is great

Too many games think that you need to be a rambo-like macho men killing everything in sight in order for them to be "fun", I prefer to listen my environment and receive its message

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DannyWeinbaum Author
DannyWeinbaum

We think alike! Thanks very much for the kind wordsm=,

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Dayler
Dayler

This looks amazing. I agree, I don't think a game needs combat to be fun. Exploration is a great element of gaming that I feel has been under...explored. Heheh. Anyways, Good luck!

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Xofolez
Xofolez

Jaclyn has quite the drawing skill; the icons are well done, and you did a superb job with the GUI thusfar, though i imagine even though it looks great you, probably feel like it is not polished enough. I totally agree with your comment above about making the gamefirst person vs. 3rd person and i am sure frame rate will be a lot better without the character on screen. keep up the amazing work and cant wait to see your finalized approach on reward delivery. Also, I must add that your game's success is geared to a sizable matured crowd of immersion gamers, so I have faith in the fact that the game will take off in a success.

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DannyWeinbaum Author
DannyWeinbaum

Doesn't she? I'm glad you said that because she's too humble. It means a lot to hear your faith in it.

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VirginRedemption
VirginRedemption

It really looks great!

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Shinjorai
Shinjorai

I think its great youre exploring a different idea than just killing things. I personally like the idea of exploring simply for the sake of exploring, and as you said the emotion it evokes. Theres a billion other games where you can run around and kill things, its nice to see something a little different. I hope the sound in game is as great as the artwork youre showing thats a beautiful scene and the menus look really nice as well. Best of luck to your team.

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drjd24
drjd24

I'm sure this doesn't fit into your idea for the game, but based on the feel of the game I've gotten so far I think a nice touch would be hostile animals that are small. As the character would have a 'malady bar' you could receive cuts and wounds from them. You can see the animals from far away, and they look nice but if you get too close, they come charging, or flying, or hopping straight into your face; causing you to throw your arms up, or to fall down.

-Jordan

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