FINAL 12 hours for the Rainswept Indiegogo crowdfunding campaign!!
Hello!
The Rainswept Indiegogo crowdfunding campaign has reached its final 12 hours. If you’ve been holding off for the end of the campaign to support it, this is the time! :) The game is 27% funded now, and quite far from the required goal - let’s get that number up! Check the link here - http://www.rainsweptgame.com/
By the way, did you know there’s official Rainswept merch available as a part of the campaign? Take a look! How about that coffee mug eh? ;)
https://www.youtube.com/watch?v=OVGuSqgay9w
Final day, everyone! Let’s make it happen! :)
Love and thanks,
Armaan
Physical rewards now available - Tshirts, Mugs and Posters!
Hey everyone!
Exciting news - physical rewards tiers are now available for the Indiegogo campaign! These include stickers, posters, mugs and T-shirts!
Check out the campaign here: https://t.co/ZfVS4UpGU6
Want to have a chance at getting these for free? Check out this giveaway contest! https://www.destructoid.com/contest-get-swept-up-in-this-rainswept-prize-pack-515994.phtml
Indiegogo campaign is now LIVE + new trailer!
Hi everyone!
I’m really excited to announce that the Indiegogo campaign for Rainswept is now live! Please consider supporting the game by following this link: https://www.indiegogo.com/projects/rainswept-a-murder-mystery-adventure-game-pc-software#/
Also, here’s the new trailer:
https://www.youtube.com/watch?v=OVGuSqgay9w
What do you think? Let me know!
Armaan
Upcoming Indiegogo crowdfunding campaign for Rainswept
Hello!
A small but very important update today - I wanted to let you guys know that I’ll be launching an Indiegogo campaign in order to crowdfund Rainswept. There’ll be a cool new trailer to go with that too!
The date for the launch is 24th July - only 9 days to go! Let your friends know :)
-Armaan
#16 Animated faces for dramatic cutscenes
Hi!
This week I’ve got something cool to show you - the process that I’ve used for creating a couple of short cutscenes so far for Rainswept. Check it out!
Here's a link to the gif: https://imgur.com/gallery/8zT7gVz
As you can see, the scene is created by animating separate images for the eyes, nose/ eyebrows, face, body and the hands. The process is pretty simple, a lot of fun and also very satisfying!
You can see the component parts here:
These are the kind of cinematic and dramatic and moments I want to provide in Rainswept, and I’ll try to add a few more detailed shots of this kind to complement the simplistic style of the rest of the game.
-Armaan
#15 Timelapse of a cloud being painted + some new screenshots
Hi there!
I decided to record me painting a cloud that'll be used in Rainswept. Also, I love painting clouds.
https://www.youtube.com/watch?v=GIHNAOvjSnA
Here's a couple of new screenshots from the game. Can't say much more without giving away spoilers!
See you next time!
-Armaan
#14 Interrogation room art - Old v/s new
Hi!
It’s been a while since the last devlog, mainly because I’ve been working on the final scenes of the game. I wouldn’t want to show anything related to the climax! Something I can show is the new artwork for the interrogation/ interview room. The original art was basically a conference room being used for interviews, but it didn’t suit the atmosphere of the game. It was too… clean, and I wasn’t satisfied with it. The perspective type view also didn’t fit very well:
You might have read that the game is, in part, inspired by Korean thriller/ murder films, the biggest influence being Memories of Murders (which is also my all time favorite film) One of the things these films have influenced is the atmosphere. And I feel the new interrogation room (which is a store room being used for interviews) fits this influence, and the atmosphere of the game a lot better. The color palette is also very inspired by what is usually seen in those films, especially when it comes to scenes in police stations. I’m also happy with how damp, grungy and cluttered it looks.
I feel this blends well with the rest of the art style of the game as well, and I’m quite satisfied with it!
-Armaan
#13 Surreal scenes and recent progress
Hi
It's been a while since the last devlog, but development is moving along smoothly. Almost 80% of the game's content has been created, which will then be followed by UI improvements, QA, polishing, bug fixing, localisation and admin tasks. That should give a decent idea of a possible release date! (Which could be anywhere between August this year to Feb 2019)
Here's a few shots of what's new:
Painterly skies from a specific scene in the game. Making this has inspired me to add cool clouds throughout the game. I might just!
The motel at night. Still a work in progress, but it's coming together well, I think.
A shot of the detective from one of the cutscenes. The trees in the background had just been imported and yet to be scaled up, which made the shot look quite surreal. Wish I could show more!
That's all for this week, thanks for reading these and supporting the game!
-Armaan
#12 Experiments with physics and new systems
Hello!
The past few weeks I've been working on adding new locations, story bits and new systems to play with. I've been playing around with ideas to allow players to do a bit more gameplay wise, and this involves the ability to pick and move objects about. Here's a preview of this using puppies as placeholders (cause, why not?)
See the gif here: https://imgur.com/SEjhXuJ
Yes the puppy(s) will feature in the game as well.
As for new locations, here's where the detective will stay for the duration of the investigation. It's still a work in progress, and I can't wait to get it done!
Plotting out the surrounding areas
Added some color!
The woods around Pineview are a major part of the town's identity, so here's a look at the atmosphere within them:
We're making speedy progress, let's keep moving!
See you next time
-Armaan
#11 Restructuring, bug fixing and shoegazing
Hi!
After taking a break for a few days, this week's been witness to hardcore development! The first couple of days were spent on restructuring the game and creating most of the systems that will allow players to move freely between locations using the main market street as a "hub" between investigations. This mostly meant creating a lot of variables to keep in check if a player has completed a certain investigation, and how the world state of the hub/ market street should react to that (stop the player from re doing the same investigation, open up a new scene, change time/ weather etc)
Of course, there's not much to show when it comes to that. But other than that, the next few days have been a bit more visually appealing, so here's some screenshots! The first is a concept art that I made in a couple of minutes while listening to some shoegaze :)
The song in question is "Finland" by Vet Trip. Give it a listen, it's as beautiful, shimmering and dreamy as you'd imagine.
I also spent some time creating lightning effects for the church interiors (the quality of the gif isn't the greatest, but it looks fine in-game!)