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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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tomfinch

Ethereal - Now on Kickstarter!

6 posts in this topic

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Twitter | IndieDB | All Game Art | Website | Youtube | Devlog

 

 

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Ethereal's story follows the nameless protagonist through seven of his most traumatic memories. Scattered around each memory are mementos. These help him let go of the past and move on into the afterlife.

The game has four different endings based on the player's level of completion at the end of the 7th and final memory.  


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Spirits wander his memories, confused and angry, searching for their place in the afterlife. Hellhounds wander the memories waiting for the right moment to grab the player and drag him back to hell!

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Throughout the game's seven worlds, the player must solve puzzles using the help of other spirits. Along the way, he must avoid hell hounds lest he be dragged through a hell void!

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At the start of each world a new ability is added to your arsenal. As your arsenal grows, the puzzles become more complex. This will keep the game feeling fresh and challenging without frustrating the player.


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Drawn by Dmitry Karimov

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We want everyone to experience Ethereal no matter what language they speak or platform they prefer.

Localization: We want Ethereal to be available in as many languages as possible. Currently, the confirmed languages are: English, Russian, Korean, Spanish, French, Dutch, Japanese, German, Swedish, Hindi and Chinese. We will continue to add languages throughout development and even post-release and all versions will be updated frequently. If you're interested in becoming a volunteer translator, please email me at tomfinch@etherealgame.net!

Multi-Platform: We understand that not everyone uses the same platform for gaming. So, we want Ethereal to be on as many platforms as possible. Confirmed platforms so far are: Windows, Mac and Linux. We would also love the game to be available on PS4, VITA, Wii U, and Xbox One, if at all possible.

Edited by Thomas Finch
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Hey, your project looks really nice, I like it a lot.
But I have a question. Why exactly do you need to go on kickstarter? Like what are those money needed for? :)
Also, as I am from Czech Republic, I could do Czech Translation if you would want me to do so.

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Hey, your project looks really nice, I like it a lot.
But I have a question. Why exactly do you need to go on kickstarter? Like what are those money needed for? smile.png
Also, as I am from Czech Republic, I could do Czech Translation if you would want me to do so.

 

Technically we could make the game without any funding, but if we did it would take us much, much longer and wouldn't be nearly what we want it to be. We may not use kickstarter, but we simply don't have the means to make this game without financial assistance. Thank you for the feedback!

Edited by Thomas Finch
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Concept looks great, I'm all for world-bending puzzle twisters. I could throw my money at games like Braid all day long, this looks like it's got potential.

 

I'm fluent in English and Spanish, I could do some translation there. As the project progresses, I'd be glad to spend some time testing it as well.

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Hey everyone! I updated the main post to be more recent. The old version was from 6+ months ago!

If you haven't noticed, I don't update here often. It's very hard to maintain two development logs. If you have any feedback or comments you are completely welcome to leave them here though and I will respond! (aggieblue92 and I talked in email)

If you want to keep track of the project, please follow me on twitter or visit the devlog on TIG.

I'd also like to mention that I have a kickstarter coming on October 14th! Stay tuned!

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That concept art looks amazing! and those animations are great as well!!

I'll definately check out your kickstarter project!

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