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Devlog #01 Music, Cut-scenes, Animations
We've got a strong civil war in our team, in which we should deliver our story-line and how we should structurize our story for player. Because we're indie it's hard for us to make something like Kojima-san. [previewyoutube=9-jNSpUdETM;full][/previewyoutube] So hand-drawn graphical cut-scene with slight movement reates necessary dynamic effect and parallax gives another one layer to scene depth.
This what makes us proud and we've done it before war. Sad that we should present our music-child like this in such a dark time. Our first mission was to create some kind of "Messapotamian" sound, if we can say that. And there is no option to create some cliche stuff with sounds of the desert with all of that generic stringed instruments and chorus. Those who played games with deserts should understand what we mean.
Atmosphere, dark spiritual elements and unique sound pallete that's just what we need and what will be a basement of our Score. Dieselpunk it's not just a setting, not just an important element of Erra worldbuilding. It's a one of the important things that we can show through our music and for us it's an important storytelling element.
During the gameplay, you will encounter enemies who have their own backstory. We treat the Background very scrupulously, so almost every enemy with their structure and abilities have attachment to the world story. So, for example, our character Ifrit was "born" in times of Telmun military industry dawn. It was created to protect the Temple during the Island Wars. He is good both in close combat, neither at long distances.
Hammer was an indispensable tool for machine factories. His structure was developed for almost impossible loads. But as we know The bigger they are, the harder they fall.
All of them were created to help people, to make their life easier. But one day everything has changed. We would be extremely grateful for your commentaries and advices for future logs. Don't forget to subscribe in social networks and Wishlist our project. Thank You in Advance. Hope you're safe. *Fair Pixel Out* *End of Transmission*
[ 2022-04-24 15:47:26 CET ] [ Original post ]
In war time, it was pretty hard for us to assemble our team, that has been scattered across Ukraine. Anyway we still has made some pretty good stuff to share with you and in the end, we want to present you some very special things for us and tell you more about it.
Cut-scenes
We've got a strong civil war in our team, in which we should deliver our story-line and how we should structurize our story for player. Because we're indie it's hard for us to make something like Kojima-san. [previewyoutube=9-jNSpUdETM;full][/previewyoutube] So hand-drawn graphical cut-scene with slight movement reates necessary dynamic effect and parallax gives another one layer to scene depth.
Music
This what makes us proud and we've done it before war. Sad that we should present our music-child like this in such a dark time. Our first mission was to create some kind of "Messapotamian" sound, if we can say that. And there is no option to create some cliche stuff with sounds of the desert with all of that generic stringed instruments and chorus. Those who played games with deserts should understand what we mean.
Listen this Sneak-peak on Soundcloud: Battle-Track #1 SOUNDCLOUD
Atmosphere, dark spiritual elements and unique sound pallete that's just what we need and what will be a basement of our Score. Dieselpunk it's not just a setting, not just an important element of Erra worldbuilding. It's a one of the important things that we can show through our music and for us it's an important storytelling element.
Animations and enemies
During the gameplay, you will encounter enemies who have their own backstory. We treat the Background very scrupulously, so almost every enemy with their structure and abilities have attachment to the world story. So, for example, our character Ifrit was "born" in times of Telmun military industry dawn. It was created to protect the Temple during the Island Wars. He is good both in close combat, neither at long distances.
Hammer was an indispensable tool for machine factories. His structure was developed for almost impossible loads. But as we know The bigger they are, the harder they fall.
All of them were created to help people, to make their life easier. But one day everything has changed. We would be extremely grateful for your commentaries and advices for future logs. Don't forget to subscribe in social networks and Wishlist our project. Thank You in Advance. Hope you're safe. *Fair Pixel Out* *End of Transmission*
[ 2022-04-24 15:47:26 CET ] [ Original post ]
Erra: Exordium
Fair Pixel LLC
Developer
Kirkidexi LTD
Publisher
2023-11-09
Release
Game News Posts:
21
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(133 reviews)
Public Linux Depots:
- [0 B]
The world has come to an end. Welcome to the unique Dieselpunk 2D Action Adventure game.
- Become a hero whose consciousness has been transferred to a mechanical shell.
- Explore a detailed 2D world. Unique architecture and traditional frame-by-frame animation awaits you.
- Ammo and resources are limited, use them wisely.
- Find out the truth behind the death of an entire Archipelago.
- Engage in an unequal battle with the rebellious mechatrons army.
MINIMAL SETUP
- OS: Ubuntu 14.04 LTS
- Processor: Intel Core 2 Duo E7500 2.93 GHz / AMD Athlon 64 X2 Dual Core Processor 5600+ 2.9GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce 9600 GT/ AMD Radeon HD 6450
- Storage: 1 GB available space
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