"After Life - Story of a Father" will be showcased at Gaming for Peace (GAP) tomorrow, 10th of January, in Trinity college Dublin. GAP is an EU H2020 funded project which is developing a curriculum of soft skills derived from interviews with experienced military, police and civilian peacekeeping personnel, and the state of the art in peacekeeping relevant soft skills and serious games. The key soft skills are: gender awareness, cultural competency, communication, cooperation, decision-making and stress management. Go here for more info: https://gap-project.eu/
It has nearly been a full year since I released the game. A lot has happened and a lot of patches have been uploaded to the game ever since. Looking at the code and whole development file today makes me think what I could've done differently and what could've been left out. I've opened my businesses website at https://www.greensawdust.ie and will announce information about my new projects there in the future. At the moment I'm writing the script for the spiritual sequel, but it's not going to see daylight before 2019. Thanks again for everyone who have tried the game. Please leave a review, whether you liked the game or not.
It has nearly been a full year since I released the game. A lot has happened and a lot of patches have been uploaded to the game ever since. Looking at the code and whole development file today makes me think what I could've done differently and what could've been left out. I've opened my businesses website at https://www.greensawdust.ie and will announce information about my new projects there in the future. At the moment I'm writing the script for the spiritual sequel, but it's not going to see daylight before 2019. Thanks again for everyone who have tried the game. Please leave a review, whether you liked the game or not.
I've been thinking about this set of patch notes for a while. It's been puzzling me what to actually put here as the community has quieted down a lot. After Life got two user reviews this weekend and that motivated me to finish this thing. So long story short the latest patch is small: - Added controller support AL will work with Xbox360 controller only and you'll be able to use the controller in game, not in the menus. Thus I've marked the game as "Partial controller support". I hope this is enough for the ones who wanted to play the game with a controller. - Edit to the blink The most tuned mechanic of the media, the "blink" now works slightly faster and the discovered objects won't remain floating around. They do appear behind you when you discover them and this can be confusing on some occasions. I haven't been able to develop a solution for this and its thus left "as is". - Wall collider One player managed to find a hole in the third levels wall. This hole has now been sealed. That's pretty much it. After Life was and is my first published project and I'm really happy how everything turned out in the end. I set on a trail to create a small story-focused game to honor Ireland's 100-year anniversary and it turned out a lot bigger than I expected it to be. I won't be patching After Life any further, unless someone discovers a game-breaking bug that I haven't been able to locate or recreate. Thanks again for everyone who bought, commented and reviewed the game. Both positive and negative reviews have been a great learning experience and I've taken them by my heart as I've started to develop my next game. Stay safe out there where ever you are. Go raibh mile maith agat. (May you have a thousand good things)
I've been thinking about this set of patch notes for a while. It's been puzzling me what to actually put here as the community has quieted down a lot. After Life got two user reviews this weekend and that motivated me to finish this thing. So long story short the latest patch is small: - Added controller support AL will work with Xbox360 controller only and you'll be able to use the controller in game, not in the menus. Thus I've marked the game as "Partial controller support". I hope this is enough for the ones who wanted to play the game with a controller. - Edit to the blink The most tuned mechanic of the media, the "blink" now works slightly faster and the discovered objects won't remain floating around. They do appear behind you when you discover them and this can be confusing on some occasions. I haven't been able to develop a solution for this and its thus left "as is". - Wall collider One player managed to find a hole in the third levels wall. This hole has now been sealed. That's pretty much it. After Life was and is my first published project and I'm really happy how everything turned out in the end. I set on a trail to create a small story-focused game to honor Ireland's 100-year anniversary and it turned out a lot bigger than I expected it to be. I won't be patching After Life any further, unless someone discovers a game-breaking bug that I haven't been able to locate or recreate. Thanks again for everyone who bought, commented and reviewed the game. Both positive and negative reviews have been a great learning experience and I've taken them by my heart as I've started to develop my next game. Stay safe out there where ever you are. Go raibh mile maith agat. (May you have a thousand good things)
Hi all, It's been a hectic start for the year. After Life was included in a bundle and it has since been nominated at Indie Prize Berlin 2017 for an award. That means I'll be presenting the game in Berlin next week. Be sure to check out Casual Connect Europe 2017 as there seems to be a ton of excellent games in there this year. http://indieprize.org/berlin2017/ http://casualconnect.org/ And then the patch notes: - Modified blinking mechanic. Blinking is now done by holding down the right mouse button. Once you release it, the scan will stop. If you're within reasonable distance of any memory in the game, you'll get a visual notification of the memories location. If the memory has been discovered already, the visuals are different. Rick's own memories do not count as memories and blinking will not discover them. I've modified this to this extent due to the feedback given in every review. It has obviously been the biggest issue for players. While I thought using this mechanic would make the game more linear, into sort of a complicated "3D Connect the dots", people might find this more approachable. If you've played the game once already, I'd ask you to boot it once again just to try out the mechanic. It's cool if you don't. This also messes up the control scheme a bit and thus I need to work extra on the following, still on their way, features: - Controller support - Linux support
Hi all, It's been a hectic start for the year. After Life was included in a bundle and it has since been nominated at Indie Prize Berlin 2017 for an award. That means I'll be presenting the game in Berlin next week. Be sure to check out Casual Connect Europe 2017 as there seems to be a ton of excellent games in there this year. http://indieprize.org/berlin2017/ http://casualconnect.org/ And then the patch notes: - Modified blinking mechanic. Blinking is now done by holding down the right mouse button. Once you release it, the scan will stop. If you're within reasonable distance of any memory in the game, you'll get a visual notification of the memories location. If the memory has been discovered already, the visuals are different. Rick's own memories do not count as memories and blinking will not discover them. I've modified this to this extent due to the feedback given in every review. It has obviously been the biggest issue for players. While I thought using this mechanic would make the game more linear, into sort of a complicated "3D Connect the dots", people might find this more approachable. If you've played the game once already, I'd ask you to boot it once again just to try out the mechanic. It's cool if you don't. This also messes up the control scheme a bit and thus I need to work extra on the following, still on their way, features: - Controller support - Linux support
I always write the patch notes too late. I updated my development rig with another SSD and got lost in the process. Next time around they'll be at the same time as the update data itself. Patch notes this time are: - Main menu sound bar fixed. - Part 2 & 4 memories corrected, no more empty memories. - Movement speed increased for Parts 2 & 3 This time I added / modified some features: - New intro. The pictures seemed to be highly unclear intro. I simplified it into a video along with a nice quote. This was the original design that was changed in mid-development but was removed from the first release due technical difficulties. - Improved tutorial. Controls are explained to richer detail in the first part. It feels a bit clunky so I might come back to improve this later, but it does its job quite well for now. - More control. You can move around with WASD + QE if you feel more comfortable that way. I didn't add this to the tutorial as mouse is the intended movement tool, but once you've read this you know you have the option to use keyboard too. - Visual queue for scanning memories. I got a lot of requests both off- and online to add a visual aspect to the blinking system. This was in the original design as well, but it was scrapped as the game started to feel more of a complicated "Connect the dots" game rather than an open-world exploration game. Now when you blink you'll also see a batch of memory flakes floating away from your target. That's them for now. I hope this improves your experience a bit further. As always if you have any improvement ideas or encounter something that feels out of place, feel free to open a discussion for it. Oh, and the suggestions you've had so far have been noted: - Achievements are now on my pipeline and they'll be coming after Indie Prize Berlin 2017 - Controller support added to the pipeline. Holding a trigger to fly and left stick to look around should be fairly easy to add. - Trading cards are now the list as well, but not a high priority. Thank you for your patience and have a great time out there.
I always write the patch notes too late. I updated my development rig with another SSD and got lost in the process. Next time around they'll be at the same time as the update data itself. Patch notes this time are: - Main menu sound bar fixed. - Part 2 & 4 memories corrected, no more empty memories. - Movement speed increased for Parts 2 & 3 This time I added / modified some features: - New intro. The pictures seemed to be highly unclear intro. I simplified it into a video along with a nice quote. This was the original design that was changed in mid-development but was removed from the first release due technical difficulties. - Improved tutorial. Controls are explained to richer detail in the first part. It feels a bit clunky so I might come back to improve this later, but it does its job quite well for now. - More control. You can move around with WASD + QE if you feel more comfortable that way. I didn't add this to the tutorial as mouse is the intended movement tool, but once you've read this you know you have the option to use keyboard too. - Visual queue for scanning memories. I got a lot of requests both off- and online to add a visual aspect to the blinking system. This was in the original design as well, but it was scrapped as the game started to feel more of a complicated "Connect the dots" game rather than an open-world exploration game. Now when you blink you'll also see a batch of memory flakes floating away from your target. That's them for now. I hope this improves your experience a bit further. As always if you have any improvement ideas or encounter something that feels out of place, feel free to open a discussion for it. Oh, and the suggestions you've had so far have been noted: - Achievements are now on my pipeline and they'll be coming after Indie Prize Berlin 2017 - Controller support added to the pipeline. Holding a trigger to fly and left stick to look around should be fairly easy to add. - Trading cards are now the list as well, but not a high priority. Thank you for your patience and have a great time out there.
I got some more feedback from you players and thought I'd fix the things you've found. Nothing major this time: - Fixed a few graphical bugs and misplaced items - Increased memories trigger areas so they're easier to trigger - Fixed a few sound errors - And Memories shouldn't trigger silently anymore. If this happens, please comment how, when and where it occurs to you and I'll have a look. There's also the fix for consistent FoV value on the way, but that will have to wait post-Christmas. Merry Christmas and happy holidays everyone!
I got some more feedback from you players and thought I'd fix the things you've found. Nothing major this time: - Fixed a few graphical bugs and misplaced items - Increased memories trigger areas so they're easier to trigger - Fixed a few sound errors - And Memories shouldn't trigger silently anymore. If this happens, please comment how, when and where it occurs to you and I'll have a look. There's also the fix for consistent FoV value on the way, but that will have to wait post-Christmas. Merry Christmas and happy holidays everyone!
A massive 'thank you' for everyone who has shown interest to the game so far. Last night an update went live which made some tweaks to the game's performance. - The volume slider is corrected and changing volume doesn't mute the game anymore - Game now runs in the background even when it's out of focus (dual monitor setup) - New pause menu background to help FoV setting - First and second levels performance enhancement A single user-found issue remains and I'll have a look at it later this week: - FoV resets at the start of every level
A massive 'thank you' for everyone who has shown interest to the game so far. Last night an update went live which made some tweaks to the game's performance. - The volume slider is corrected and changing volume doesn't mute the game anymore - Game now runs in the background even when it's out of focus (dual monitor setup) - New pause menu background to help FoV setting - First and second levels performance enhancement A single user-found issue remains and I'll have a look at it later this week: - FoV resets at the start of every level
After Life - Story of a Father
Green Sawdust
Green Sawdust
2016-11-25
Singleplayer
Game News Posts 13
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(40 reviews)
https://store.steampowered.com/app/550240 
The Game includes VR Support
Soundtrack
You assume the role of Rick Dennehy, a family man who dies during the 90's, as he returns to earth to hear his life's events through the memories of his loved ones. The story revolves heavily around life and death as Rick discovers how his family saw him while he was still alive and how they coped with his death.
Discover how different kinds of people deal with the loss of a loved one.
Your goal is the story, not the challenge to experience it.
FEATURES
Simplified gameplay - take your own time to uncover the story.
Immersive story with memorable characters.
Captivating soundtrack composed by composer Neal Bond.
- OS: Windows 7 32bit
- Processor: Intel i3 or AMD 3870 generation processors or higherMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Direct X 10.0 compliant video card with 1GB RAM (NVidia GeForce 460 or AMD Radeon 6850)
- Storage: 4 GB available spaceAdditional Notes: A 5.1 headset is recommended. but not required. It enhances the experience.
- OS: Windows 10 64bit
- Processor: Intel (R) i7-6700 (or AMD equivalent)Memory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: NVIDIA GeForce GTX 1060 (or AMD equivalent)
- Storage: 5 MB available spaceAdditional Notes: A 5.1 headset is recommended. but not required. It enhances the experience.
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