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Category: Weekly Content Blog

Weekly Content Blog #47: Alpha Demo Preview!

Weekly Content Blog #47: Alpha Demo Preview!

Hey there SC Fans! Tyler here with a new update. First off, a cool youtube interview was conducted with yours truly and Shayne the Independent Optimist. We talk about Shadows of Adam, Indie gaming and running a successful kickstarter. Speaking of Kickstarter, for our lovely 700+ backers we will be getting you a new alpha demo build in the next few weeks. So to build anticipation, let’s do a screenshot preview!


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Also, we’ve been streaming more regularly! Showing play throughs, bug testing and other goodies! Please make sure to keep up with our social media accounts so you know when we are streaming:
E-mail: info@somethingclassic.net
Twitter: https://twitter.com/SomethingClassc
Facebook: https://www.facebook.com/SomethingClassicGames/
Forums: https://forums.shadowsofadam.com/
Twitch: https://www.twitch.tv/somethingclassic

Weekly Content Blog #45: A Little Bit Of Mood Lighting

Weekly Content Blog #45: A Little Bit Of Mood Lighting

As Shadows of Adam reaches completion it is getting a nice shellacking of polish. Every little bit here and there can go a long way. And sometimes the game simply wouldn’t feel the same without it. One current graphical focus that demonstrates this greatly is our use of overlays and lighting to help set the mood during specific scenes or events. After lots of trial and error we’ve developed a lighting system we are comfortable can carry us through the rest of the game. Ahead find a sampling of before/after shots of our lighting system in action.

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Misty Woods (campfire)

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Misty Woods (campfire)

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Adam (flashback)

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Adam (flashback)

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Tangle (haunting)

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Tangle (haunting)

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Misty Woods (mist)

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Misty Woods (mist)

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Swamp (fog)

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Swamp (fog)

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Town (night)

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Town (night)

The lighting is not very complex, but it is very practical for our needs. Most lighting effects are just full screen graphics with either solid color fills or simple moving patterns. Light sources themselves (like the windows or campfire) are drawn in bright colors with subtle glows and then drawn over the effects so that they stand out vividly.

Speaking of standing out, if you’re a backer of our game it’s time to get loud and proud! We’re closing in on releasing an exclusive alpha build to all of our backers. This build boasts over 4 hours of gameplay, 3 new towns, 2 new dungeons, and 1 sneaky mini game. Keep your eyes on your inboxes, and expect an invite soon.

In the meantime get familiar with our forums and stay on top of all the latest discussions. https://forums.shadowsofadam.com/

Weekly Content Blog #42: Tyler’s Back!

Weekly Content Blog #42: Tyler’s Back!

Hello everyone! Tyler Mire here.

As you may wonder from the title, I was gone for a little bit! From Feb 17th-April 15th I was in Navy Basic Training. The timing was a bit odd as the last two days of our Kickstarter campaign occurred when I got to basic training. The last I had checked we were around $3,000 away from our goal. It wasn’t until 2 weeks later when I got my first letter from my wife I had learned that we were successful funded!

Now being primarily the composer for Shadows of Adam, I knew that my absence would not halt the progress of our game (I had every track composed except the final boss music). Luke agreed to take on my collateral role as scene designer and ended up finishing the remaining scenes of the game while I was away. Once I graduated and returned to “real life” I was amazed at how far our game progressed. I especially enjoyed seeing all the new graphics that we commissioned with our kickstarter funds. Since being back I have been working diligently, polishing and testing like crazy!

We decided as a team to re-commit to updating our devlog every week now. We want you as our fans and backers to have constant updates on our progress and know we are working around the clock to make you the best game possible! Here’s a few things I’ve been working on:

-Set up monsters for the town of Borges. It involves sneaking in and out back doors and underground basement passageways that connect the town:
Rats!

An anotated map from Luke giving suggestions for enemy and monster placement.
An annotated map from Luke giving suggestions for enemy and monster placement.

-Set up monsters for the Haunted Swamp. A spooky, swampland filled with un-dead monsters:
Spooky monsters!

How the monster looks in battle! New monsters funded by your generous KS pledges!
How the monster looks in battle! New monsters funded by your generous KS pledges!

-I’ve started a Twitch Channel!

I’m looking forward to showing you the game via play-throughs, bug testing and any other requests you may have. I am very new to this so I am looking for any comments or suggestions in what you like to see in a live stream.

I am happy to announce that besides the last dungeon, Shadows of Adam is 100% mapped out. In addition we have nearly every monster animated now and every scene completed. At this point what lies ahead is A LOT of polish. Repeated testing for monster balance, presentation, bugs, typos, and other misc things. We are really excited to be so close but have dedicated ourselves to taking our time to make sure this is the best possible project we can give you all. Target date is still August 2016.

Again thanks from all of us at SC for helping make our kickstarter and Steam Greenlight a huge success! We cannot wait to get you guys this game! Hold tight and keep following us for weekly updates. Also please visit any of our other social media outlets:

E-mail: info@somethingclassic.net
Twitter: https://twitter.com/SomethingClassc
Facebook: https://www.facebook.com/SomethingClassicGames/
Forums: https://forums.shadowsofadam.com/
Twitch: https://www.twitch.tv/somethingclassic

Weekly Content Blog #40: End of Year Wrap Up!

Weekly Content Blog #40: End of Year Wrap Up!

Hello everyone! As you may have noticed we did not have a post last week. This is because we were busy trying to get our demo ready to send out to testers. Since our start in October 2013 we have reached a staggering total of 3000 commits to github. The Something Classic machine has been in high gear creating one of our most productive periods as a team.

Beta Demo has been sent to testers!

As mentioned before we have finally sent a playable demo to testers. This is the first time anyone outside of the five of us has played the game. The testers will help us get the product to the highest level of polish for our public demo release in mid Jan 2016.

Look out for a kickstarter/demo release in Jan 2016 !

As Josh mentioned in our last post, we are planning to release a kickstarter in Jan 2016. The kickstarter will be released in conjunction with a free playable demo. The demo is around an hour or two of game play that covers The Tangle through the Misty Woods.

2015 was an amazing year for Something Classic, which has seen a huge update in the quality of our project. It was a long and tough road but we are finally nearing the end. Thanks for taking this journey with us.

Merry Christmas and Happy Holidays from all of us here at Something Classic!

Looking ahead to 2016