




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
It's been a long while, but taking a free course by the great Chris Zukowski of How to Market a Game fame, validated something we have known for a while: We need to level-up our capsule game!
So I'm here to show you something you've probably already seen. Our newest set of capsule is live! And you can see the main one here:
In our new capsule you can see the titular character Agatha Hope and her crew. From left to right: Sabah, Robert, Bluebird and Mariko.
We can't wait to have the demo ready for you to meet them.
Fly free!
It feels like it has been one hundred years when we had build v0.9.48.20230305 analyzed and torn apart bythe great game design essayist from Games Over Coffee and GOC Consulting, DeVaughn Keys and let me tell you that was quite surreal. That was so long ago that the name wasn't even complete, and the characters' designs hadn't been finalized! steammocking Anyway, I'm not here to talk about what DeVaughn said for two reasons: [olist]
One of the questions I get asked frequently is "Wil, how do you manage to have full-time job, to spend time with your wife and baby, to workout, to play games, to watching shows, and to make video games? Where the hell do you get the time?"
The answer is easy, my friend:
Jokes aside, juggling so many things is a real challenge but after doing it for so many years (without dying in the attempt), I thought that sharing what I do might be of help to someone else out there.
The first thing I want to say (in a disclaimer fashion) is that what I'm about to share is not a recipe for success. It is just a collection of tips and tricks I have been developing and tuning over the years that work for me, use them as a reference to find what works for you and make sure you adapt them over time as your life changes.
Are you still with me? Good! Now to thefun part.
Aloha! Azrael here again with a brief follow-up on last's Devlog.
Since we shared it on Redditwe gota few great comments and questions. One of them was very interesting to me:
Since I thought it might be useful to more people, below you will find the question and answer with a couple of screenshots from our spreadsheet.
How do you set up a spreadsheet to work on a story?
That's a good question, and the answer is,you don't. (::shy smiley::).
We first identified a skeleton of the outline in free-form writing, but when it came to its implementation, we needed a structured way to follow it from start to finish.That's where a spreadsheet has worked wonders for us.
We have used spreadsheets for characters, relationships, motivations and more, but the biggest impact it's had is breaking down the story into its smallest pieces.
Once we knew what we wanted the story to be, we identified the components common to all scenes and give each a column in the spreadsheet. For us they are:
Its been a little more than a month since we participated in the Seattle Indies Expo (SIX for short) as exhibitors with Hope: A Sky Full of Ghosts and, now that the dust has settled, I would like to share with you all our learnings, what went well and what didnt go so well. SIX is a one-day in-person celebration of independent games made in the Pacific Northwest. At SIX, indie game developers can showcase their games (no matter if theyre released or a work in progress) to thousands of attendees that also have the opportunity to ask devs questions, play demos and give feedback.
Aloha Crew! We were fortunate to be invited to Seattle Indies eXpo 2024. We are working on bringing the postmortem to Steam but there is one more detail we need to be a part of before we do that. This Sunday, Sept, 29, 2024 from 8:30 am to 6 pm the team at SIX Online will be featuring great games from our area and we will be there! Watch it all, and developer chats on their Twitch Channel or YouTube Channel Come and ask a question and be part of our interview around 1 pm, but while you wait, we have a brand new piece for you to watch here: [previewyoutube=Q2xpNOc6yJ8;full][/previewyoutube]
Aloha Crew, Azrael here with an announcement! Our plan has been to release Hope: A Sky Full of Ghosts episodically. That would give us the opportunity to provide each episode when it's ready while continuing to work on the next part of the story. It sounded logical and a great compromise for an indie team of two people looking to create a game while also having full-time jobs and families. As we closed "Episode 0" this year, we started to encounter questions about how to implement the episodic nature of our vision, but we had more urgent matters to attend to. We needed to get ready for GeekFest West and Seattle Indies eXpo. That meant that Azrael and Wil from earlier in the year decided those questions should be answered by Azrael and Wil from the future in their wiser and more experienced selves. Well, girls, weren't past Azrael and Wil nave? We are not that wise now, and we haven't spent those experience points much better yet, but the time has come, and after the feedback we received at GFW and SIX, we need to face the music. Providing episodic content has two main facets that we needed to address: the player experience and the developing experience.
We want to share our experience and what we learned after having the wonderful opportunity to attend GeekFestWest 2024 to present the demo for our point-and-click adventure Hope: A Sky Full of Ghosts.
Seattle Indies is putting together a booth at GeekFest West and we are part of it! If you are in the Everett/Seattle area from July 19 to 21, we'd love to meet you! Find us at the Geektopia Hall (Angel of the Winds Arena Center) at Booth E32/33. We will bring our most polished Demo Yet! Come play the demo and join the Cicadas in our quest to give humanity another chance to Fly Free. We are sending two agents to run a training simulation and answer all your questions. Wishlist Hope: A Sky Full of Ghosts here: https://store.steampowered.com/app/3072180/Hope_A_Sky_Full_of_Ghosts/
Hello Crew!
Before we jump onto where Hope comes from (That's the next dev log, stay tuned), we'd like to give a little introduction.
Hope is a point-and-click adventure game focused on telling the journey of the Titan Mission's crew through conversations, puzzles and mini-games.
Although, you will be not playing as yourself but as the Crew's Captain, Agatha, you will influence the story through the conversations with the crew. This is the main way to learn about them and about her. You'll be chatting with them, solving problems in your ship and uncovering its secrets.
As for puzzles, we will avoid "Moon Logic" puzzles in favor of a more direct approach with mini-games for a balanced game. Hope is planned as a compact experience that serves as a window to its world in a way that you'll be inclined to come back to it.
More will come in future announcements. As we develop the game you'll be able to test and to give feedback on it. We are working on the demo where you'll be able to play the first few moments of the game. There's still a lot of work to do but we are excited for you to finally be a part of the process.
Welcome to Hope: A Sky Full of Ghosts!
[ 6084 ]
[ 1481 ]
[ 4227 ]