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Hi everyone! I'm happy to announce that after over a year of work, my new game Unwording is finally out! :) https://store.steampowered.com/app/1974250/Unwording The game launches at $4.99, with a 10% discount - so if you've been interested in the game, the best time to get it would be now! It also really helps in getting the game picked up by Steam's algorithm if it's bought (and reviewed!) in the first 24 hours. This would be SUPER helpful and appreciated! Thank you for all the support - this has been quite a personal game with a lot of learnings from my own life and experiences, and I sincerely hope you like the game and that it resonates with you! Lastly, below is the launch trailer. And if you need help with anything, or just want to get in touch, drop me a mail at armaan@frostwoodinteractive.com - Armaan [previewyoutube=LD2cMPQh2DI;full][/previewyoutube]
Hi! My new game Unwording comes out on April 27th! Unwording is a narrative-driven puzzle game about overcoming negative self-talk. Embark on an uplifting journey through the mind of Tom - Solve word puzzles, explore his neighborhood through multiple perspectives, and help Tom overcome his negative thought patterns as he finds a new perspective on life. It launches on April 27th. Be sure to wishlist it here: https://store.steampowered.com/app/1974250/Unwording Catch the trailer here: [previewyoutube=WkOvj0VT0b4;leftthumb][/previewyoutube] As always, thanks for your support!
Hi! Just wanted to let you guys know about my upcoming game Unwording - a narrative-driven puzzle game about negative thought patterns, where you "play" with the protagonist's thoughts as you try to change his perspective on the world. Unwording is set to release this month! Be sure to wishlist it here: https://store.steampowered.com/app/1974250/Unwording Catch the trailer here: [previewyoutube=7GZq96NeTE8;leftthumb][/previewyoutube] As always, thanks for your support!
Hi everyone! If you haven't heard yet, I've been hard at work on my next title - Unwording: A narrative-driven puzzle game about negative thoughts, and how they change our perception of the world. This is a short, experimental title that manages to tell a story without a single word of dialogue. Check it out and wishlist it here - https://store.steampowered.com/app/1974250/Unwording Here's the announcement trailer - [previewyoutube=vrkzA0NJBWU;full][/previewyoutube] As always, thanks for the support! -Armaan
Hi The long-awaited v1.6 patch is now live! Check out the comparison video here - [previewyoutube=BDKbr6GXqwI;full][/previewyoutube] Fixes include: Major- - Overhauled first person movement. - Improved navigation in cramped indoor spaces. - Transparent walls that keep Sid always visible. - Free camera that can be rotated in every scene. - Improved visuals. - Tighter writing and dialogs. - Improved camera rotation with the controller. Minor- - Better animation transitions. - Balanced colors and brightness in some areas. - Fixed flickering shadows. - Fixed sinking car and bike movement in some scenes. - Fixed awkward neck turning animation. - Fixed camera clipping through terrain in some instances. - Fixed instances of characters teleporting to their locations. - Added distinct character speech text colors. - Plus many, many more minor tweaks and fixes! Of course, as with any major update, this patch may introduce new bugs. If you experience any, please let me know! Thanks for the love and support. -Armaan
Hi As you may have noticed, Forgotten Fields suffered from a rough launch and didn't perform as well as I would've hoped. A lot of these were mistakes and oversights from my end and having spent a few months away from the project, I have a decent idea regarding the things that went wrong and could be improved. It's unfortunately left a bit of a sour taste, and I wish to fix that and improve the game - regardless of whether the improvements affect sales or not. The upcoming update will improve the first-person sections, make movement and controls better (they've been massively improved in the updates since launch) improve some visuals, and tighten some of the pacing and dialogs that, at times, seem to ramble a bit. If you've just bought the game, or are planning to buy it during the Steam Winter sales, I'd suggest holding off on playing it until v1.6 is out. And if you've already played and liked it, leaving a review would help immensely! Thanks for playing, and for the support :) Armaan
Hi! Patch v1.5 is live now, with the following fixes: * Fixed: Textures don't load on some Mac machines, and are instead replaced by pink objects. * Fixed: Camera rotation in the first scene is over sensitive. -Armaan
Hi! Here are the fixes included in patch v1.4:
Hi! Here are the fixes included in patch v1.3a: Major improvements:
Hi! A number of issues regarding the camera have been reported. These are mainly: 1. For many users, the camera rotation seems to be too sensitive or it spins out of control, especially with the mouse. 2. At many points, the player's view of Sid is obstructed by a wall, roof, tree etc. A fix has been identified for the first issue and will be implemented in the upcoming v1.2 patch. More interestingly, for the 2nd issue, I'm in the process of implementing a feature that will make walls, roofs, trees and other objects fade/ disappear if they block Sid from the camera. Here are some gifs to show you what I mean: https://imgur.com/a/AF2nXIz The patch should be up in a couple of days! Thanks for your patience. -Armaan
Hi! For the final day of LudoNarraCon, we have a dev Q&A where you can ask me anything related (or not!) to Forgotten Fields, Rainswept, game development or just games in general! Time: April 26th, 11:00 AM PST The Q&A will be held on Fellow Traveller's Discord (the company behind LNC) and will be live here: https://discord.gg/qfKrxvG5J6 See you there, and hope you enjoyed the 4 days of Forgotten Fields @ LudoNarraCon! -Armaan
Hi! LIVE NOW! For day 3 of Ludonarracon, we have something really cool and special :) The soundtrack from Forgotten Fields will be broadcast, along with chill, atmospheric scenes from the game. This will be set to loop throughout the day (or as long as possible) so hop in at any time, chill out and listen to the tracks while soaking in the game's atmosphere, or just leave it running in the background while you work! Time: April 25th 10:30 AM PT The broadcast will be live here: https://steamcommunity.com/broadcast/watch/76561198963445312 You can also buy the soundtrack here: https://store.steampowered.com/app/1614630/Forgotten_Fields_Soundtrack/ The final day will have a discord Q&A, where you can ask me anything about the game, or anything else on your mind! Learn more here (links to become visible 1 hour prior to the event) Day 4: Dev Q&A/ AMA, April 26th 11:00 AM: An AMA on Fellow Traveller's Discord See you there! Armaan
Hi! Here are the fixes included in patch v1.2 for issues reported by players:
Hi! On day 2 of LudoNarraCon, join Dustflower again as she continues her playthrough of Forgotten Fields! Broadcast URL: https://steamcommunity.com/broadcast/watch/76561198963445312 The stream will be run by Dustflower - Check out her streams and socials here: Twitter: @_Dustflower_ Facebook: https://facebook.com/dustflowergaming/ YouTube: http://youtube.com/c/Dustflower Day 3 will have a stream of the soundtrack from the game, combined with soothing visuals and ambient sounds from Forgotten Fields. Learn more here (links to become visible 1 hour prior to the event) Day 3: Soundtrack stream, April 25th 10:30 AM PT Day 4: Dev Q&A/ AMA, April 26th 11:00 AM: An AMA on Fellow Traveller's Discord See you there! -Armaan
Hi I'm excited to share that Forgotten Fields will be exhibiting during Ludonarracon, from April 23 - 26! As part of this, there will be an event during each day of the digital convention, with the first of those being a gameplay stream. Time: April 23rd 10:30 AM PT The broadcast will be live at: https://steamcommunity.com/broadcast/watch/76561198963445312 The stream will be run by Dustflower - Check out her streams and socials here: Twitter: @_Dustflower_ Facebook: https://facebook.com/dustflowergaming/ YouTube: http://youtube.com/c/Dustflower After 2 days of gameplay streams, there will also be a soundtrack stream on the 3rd day, and a discord Q&A to cap off the convention! Learn more here (links to become visible 1 hour prior to the event) Day 2: Gameplay stream, April 24th 10:30 AM PT Day 3: Soundtrack stream, April 25th 10:30 AM PT Day 4: Dev Q&A/ AMA, April 26th 11:00 AM: An AMA on Fellow Traveller's Discord See you there! -Armaan
v1.1b is a quick hotfix that fixes the following issue:
Hi v1.1a is a small hotfix for the following issue:
Hi! Here are the fixes included in patch v1.1 for the issues reported by players:
Here's a list of bug reports raised by players, for which fixes are in the works:
Hey everyone I just wanted to say - thank you for buying and playing Forgotten Fields, for the love and support, and for leaving reviews! I sincerely hope you've enjoyed it. Forgotten Fields is a very personal and simple game, and I have been filled with doubts about whether anyone would relate to a game this specific and personal. So it means everything when I hear someone say that they're loving the game! A few bugs have also been reported, and I will be working on those over the next couple of days. Do visit the Steam forums to let me know if you've encountered any! Thank you :) -Armaan
Hi! We finally have a release date - April 14! That's less than 20 days from now! To celebrate, here's a new teaser trailer: [previewyoutube=2XMxYgo7adA;full][/previewyoutube] The game has come a long, long way from the initial idea that began around late 2019. Thank you for playing the demo, for your feedback and for your love and support- I can't wait to finally share the game with you! -Armaan
Hi!
Due to an issue with the beach scene, the previously promised behind the scenes look has been replaced with a playthrough - this will also show a new scene and a cool new location (pictured below) that begins right after the demo ends!
Baz (also the cool developer of the cool upcoming game Don't Stare) was kind enough to help me out here and record a playthrough for the event! Check out his other streams and interviews with developers here - https://www.twitch.tv/dont_stare_game
The broadcast will begin on January 24, at 4:00 PM GMT/ 8:00 AM PDT. I'll see you there! :)
- Armaan
Hi everyone! On January 24, at 4:00 PM GMT/ 8:30 AM PDT, I will be broadcasting a behind the scenes look at some new locations from Forgotten Fields! Watch how the sea in the beach scene works, how the soundscape is created to make it more immersive, and much more! I'll also play through a bit of the game from past the demo levels. This is as a part of The Big Adventure Event organized by Hitcents, and a bunch of other lovely adventure games are a part of this as well! See you there! :) Armaan
Hello everyone!
A very Merry Christmas and soon, - a happy new year to you guys!
It's been a long time since the last update. The good news is that this is because I was completely immersed and caught up in the development of the game, and now we're very, very close to getting it finished!
The complete story and all the puzzles, dialogs, etc have been finished, and I'm now working on the epilogue and the credits. After this, I'll move back down to the earlier scenes and finish off all the unfinished scenes - incomplete dialogs, models, and anything that's missing. Once that is done, I'll get started with polishing the game and making it prettier where possible, improve UI, etc. Finally, it'll be time for optimization and bug fixing!
Other than that, here's a glimpse at the new stuff that's been done since the last update -
First of all, I implemented Enviro - a weather and time cycle solution. This allows me to add beautiful dramatic skies to the game, and have cool weather effects! Here's a preview -
[previewyoutube=S-TGUbO6od0;full][/previewyoutube]
Comes in handy for some cool closeups like this :) (the wet road itself is a different "wet" shader) I think the realistic look goes quite well with the rest of the simple aesthetic here!
Next, I worked on improving the visuals for the "storybook" sections, sticking close to an early Xbox 360 era action RPG style (lots of bloom!) inspired by games like Fable and Kingdoms of Amalur. Check it out in this gameplay video!
[previewyoutube=sVTF4azECPk;full][/previewyoutube]
And here are some more screens showing off this revised storybook art style -
A cozy fireplace
And cold, mysterious woods-
That's all for this time! 2020 has been harder than any of us could've imagined - see you again in a (hopefully) much better 2021! :)
-Armaan
Hi!
It's been a long while since the last devlog. True to the themes of Forgotten Fields' story, gathering momentum and and keeping work going at a steady pace can sometimes be really difficult, and - for me - if the core development work isn't flowing along at a quick pace, writing devlogs/ marketing etc becomes lower priority and falls by the wayside.
But having kept up development through this slow period, I now have a foundation of the new bits and can sprint through the remainder of the game - because there isn't much left!
We're now at the final scene - Sid's house. Sid is back home for the party that we've been moving towards since the opening. Of course, if you'd rather see the house when the game is out, then maybe skip this devlog.
The design for the house is something I've had in my mind from the beginning. It isn't something I'd planned for any specific reason, it's just the place that I saw while imagining the game's story.
So first of all, here's a stop motion video of me building the house, set to classical music, because why not?
[previewyoutube=ttMosP1ot-I;full][/previewyoutube]
With Sid's house (mostly) completed, the next step was to make the backdrop. While you can't really explore the neighborhood, it was important make the bits that are visible realistic and believable, in order to make the atmosphere feel cozy and lived in. I must admit, I got a bit more ambitious with this part than I'd planned. But I really loved creating the little neighborhood, and it was a great learning experience!
Here's some pictures of the neighborhood under construction. This area is of course, also inspired by the kind of places you'd see in Goa, while also maintaining some of that Ghibli flavor I've tried to have in the game from the beginning:
I've tried to add as many details as possible - wires, AC units, pavements, gutter covers, transformers, water tankers, satellite dishes - things that really make the neighborhood identifiable as set in India/ South Asia. I may add some more if possible!
After that, I went and got myself a plug in for the skies and the environmental/ ambient lighting system (Enviro Sky and Weather) which will help me change the time of the day during run time in this scene. It also pushes up the lighting quality up a notch!
Plus, it allows me to add some beautiful skies and clouds to the game. Check it out (along with some more great music by Micamic) in the video below!
[previewyoutube=MAmJheMJ1Ks;full][/previewyoutube]
Finally, having finished up the neighborhood and lit it up with some Realtime GI lights, the next step was to focus on improving the performance. Of course, the final optimization run will be done once the game is fully finished content wise, but I also don't want the game to chug during testing!
One of the steps I took was to dynamically turn off unnecessary lights in the neighborhood when the player isn't present in that spot/ when the camera can't see it. I did this by simply switching the lights on/off using triggers. So when the player is in the house, the lights in the front and back streets are turned off (and replaced by a single light to keep it lit when in the background), when the player is in the front street, the lights in the house and the backstreet are turned off, etc - you get the point.
Only, switching them on/off abruptly didn't look good, so I decided to fade the power of the lights in and out by animating the properties. This took a little time, but was totally worth it! The framerate improvement was also the same as switching the lights off. Check it out in the video below:
[previewyoutube=mt9kOh_ms0o;full][/previewyoutube]
That's it for this time! The next devlog will probably be when the game is almost finished.
If you've got any thoughts/ feedback, I'd love to hear it - send me a mail or leave a comment! I'll see you guys in the next post :)
- Armaan
Hi!
I've spent a lot of time working on the scene that the Forgotten Fields demo ends on - Ethan's house and the surrounding neighborhood area. A lot of that time has been spent on making this place feel atmospheric, warm and alive.
Fun backstory - the vibe of this place has been inspired by a random dead end road that my friends and I discovered after we got lost and took a wrong turn. It's a pretty basic spot, but it's also special - there are fields on one side of the road, two railway tracks that run parallel to the road on the other side, and some old houses a little distance away on the third side. This place has become one of our favorite hang out spots ever, and so of course, I decided to add it to the game.
The spot in monsoons-
The fields are golden and the rest of the foliage is brown in the drier months (which is when the game is set)
The focus of this post is on those previously mentioned trains, and how game dev is quite a bit like film making in that a lot of the things you see are actually illusions and magic. There's some weird stuff going on behind the scenes! If don't want to break immersion, maybe skip this post (or the last part of it) The trains are only set up as a part of the background to add atmosphere to the place and also as a reference to the place that has inspired this area in the game. You can't get on them!
Now first of all, The trains are set up as "NPCs" (through the plugin Adventure Creator) which basically allows me to set up their back and forth movement on the tracks using AC's "paths" system. This helps me avoid having to animate the trains. The paths system also has the option to pause at every node, which means that the trains won't be running back and forth all the time and will instead pass by at more realistic time intervals. Simple, but nifty.
The blue boxes or bogies on one of those trains are the typical sort you see in Indian passenger trains, and are immediately recognizable to anyone that has traveled by or ever seen them.
Having got the movement sorted, the next most important part to figure out was the sound of the trains passing by. This sound should only play when the train is close to the player.
To make sure that the sounds stop after the train is out of earshot, I set up these triggers (the red boxes) on either side of the playable area to recognize the train and only then turn the sound component on. The sound turns off automatically once the audio clip ends (it's about 20 seconds long only) as it is not set to loop. The triggers (also a part of AC) are set up to recognize if the sound is already playing, so that they don't launch the audio clip twice.
The sound component itself is attached to the train, twice - one at the head, near the engine, and one at the end, so that the audio plays continuously and seamlessly for the full duration of the train's passage past the player. Unity also allows you to set it up as a 3D sound with doppler effect. You can see it all in action here in this video -
[previewyoutube=qzPIHEK3XAg;full][/previewyoutube]
I think it sounds pretty good!
Another fun little thing going on behind the scenes that amused me is that the house that you see in the picture below falls right on top of the tracks. This house is only seen once, in the shot seen below, and it had to be placed on that spot to fill up the scene and make the world seem more realistic.
Behind the scenes though, you've actually got trains running through it! But with the way the camera is set up (isometric) you'll never really see the train going into the house during gameplay. Check out the immersion breaking phenomenon below -
[previewyoutube=IRiEQFZp224;full][/previewyoutube]
Thanks for reading, and see you in the next devlog! :)
-Armaan
Hello! A lot of progress has been made since the last devlog. I've spent the last week or so working on one of the most important exciting scenes of the game - the beach! (Btw, I've saved the best part for the end of this post, so make sure to read till the end! BUT, skip it if you'd rather discover it yourself in the full game release :) )
Hi!
The latest patch (v0.1.3a) brings some major gameplay changes to the demo. After taking player feedback, and working on later levels of the game, I gained a better understanding of the strengths and weaknesses of the gameplay in Forgotten Fields.
For starters, the janky first person "mindspace" sections have been removed. It was obvious that these were the weakest parts of the game and were also difficult to polish. As I worked on the later levels, I added some story driven puzzles (almost "side quest" like in design) that had choices and could be solved in multiple ways with different solutions, that I felt made the game way more interesting, and I realized the demo paled in comparison to the new bits.
The demo now consists of one of these puzzles - retrieving the tools from the next-door neighbor is a more involving affair than just talking to him and responding to a QTE. Now the player must resolve a spat between two neighbors, and this can be done in multiple ways.
Here's some screenshots from this puzzle -
Try it out if you haven't yet! And let me know if this update has brought up any unforeseen bugs.
-Armaan
Just a quick update to let you guys know that Forgotten Fields is a part of the Yogscast Tiny Teams festival! If you haven't played the demo yet, try it out now! Or if you have, go check out some of the other great games and exclusive demos that are a part of this festival: https://store.steampowered.com/sale/tinyteamsfestival The demo for Forgotten Fields can be found here- https://store.steampowered.com/app/1296980/Forgotten_Fields/ See you next time! Armaan
Hi! Welcome to the first devlog for Forgotten Fields! During the development of Rainswept, I kept quite a regular and detailed record of development through posts like these (24 of them!) and they were great not only for sharing information about my development process, but were also a great way of arranging my own thoughts about the game and feelings about the game's development. Kind of like a journal. Development of this game has been quite different from that of Rainswept in many ways, and the lack of devlogs this time is one of them. I've just had my mind completely on making the game, and haven't had the time and energy for the other important bits like sharing progress on social media and here, through devlogs. Being only a handful of months away from release, we may not get more than a half dozen posts out, but something is better than nothing! After wrapping up a successful Kickstarter campaign, I've hunkered down and put myself completely into making progress with the game. At the end of the demo, Sid reaches his friend Ethan's house - he's supposed to pick up some papers here, for his childhood home that's about to be sold off. This area is much bigger than the previous two scenes, and is one where I feel like the game really shines. There's a few "quests", some interesting gameplay, and some warm, peaceful areas to explore outside Ethan's house as Sid waits for the paperwork to be finished. But more importantly, you can pet the dog - [previewyoutube=tVxI9C-TNS0;full][/previewyoutube] Apart from being a fun feature that everyone loves in games, and one that improves any game, I feel that having a pettable dog really adds to that warm, cozy and homely feeling that I'm going for with Forgotten Fields. Another cool, fun feature that has been added to this area is a couple of NPCs playing football in the streets. If you've ever been to Goa, you'll immediately relate to the goal posts being indicated through bricks and slippers! Is this something you do in your part of the world too? Here's a video showing the step by step process of how I went about adding details to this - [previewyoutube=4cERdn4O11g;full][/previewyoutube] Finally, this devlog is numbered 0 because I wanted to keep this first, intro devlog short and focused on the introduction while also compiling the above (previously shared on social media) couple of clips here. I'll be posting the next one a few days after putting this one up, but I didn't want to merge the two as that would make it too long. See you in the next one! Armaan
Hi everyone! Just a short update to let you know that the demo for Forgotten Fields is now live on Steam! Try it out and let me know what you think of it :) Hope you like it! Armaan
Hi! We're finally live on Kickstarter! We're looking to raise an amount of 9500 to bring the warm, nostalgic world and story of Forgotten Fields to life. Check out the campaign, and the cool merch available as backer rewards here - Kickstarter link - https://www.kickstarter.com/projects/forgotten-fields/forgotten-fields-0/ It would be amazing if you could check it out, consider supporting and spreading the word! Tell your friends, family and lovers of atmospheric narrative driven games :) You'll also be able to try out the demo tomorrow at 10am PDT - I'm excited to share a glimpse of the game with you all :) https://www.youtube.com/watch?v=Q8XYvnGVW0A Thanks Armaan
Hi everyone! On June 17 I'll be hosting a live developer Q&A on Steam Chat where you can ask me questions about my upcoming game Forgotten Fields, my previous game Rainswept, or just have a chilled out chat about our favorite games, least favorite games or whatever else that comes to mind! The Q&A will be live from 5-730pm UTC on June 17 on the Steam chat - https://s.team/chat/P9rghnrm [previewyoutube=Q8XYvnGVW0A;full][/previewyoutube] See you there! Armaan
Hey everyone. Just a quick update - Steam has delayed the Steam Summer Fest to June 16-22, and as such, the Forgotten Fields demo will also go live on the 16th. The Kickstarter has also been delayed accordingly to the 15th. You can follow project and wishlist the Kickstarter page to stay updated on when the campaign begins: https://www.kickstarter.com/projects/forgotten-fields/forgotten-fields-0 And if you've got friends or family that would be interested in this game - show them this trailer and tell them about the campaign! :) [previewyoutube=Q8XYvnGVW0A;full][/previewyoutube] Thanks for your support! - Armaan
Hey everyone!
Thank you for following Forgotten Fields on Steam. I've got some exciting news - Forgotten Fields will be live on Kickstarter on June 8. Not just that, but the demo will also be playable during the Steam Summer Fest June 9-15!
The Kickstarter preview page is already live - follow the project, wishlist it so you can stay updated on the when the campaign begins: https://www.kickstarter.com/projects/forgotten-fields/forgotten-fields-0
Please share this news, tell your friends and family about the game and the campaign - it would really help us in reaching the goal! Here's the reveal trailer, if you need something to convince them with ;)
[previewyoutube=Q8XYvnGVW0A;full][/previewyoutube]
Thanks for your support!
- Armaan
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