Lantern Slides

Game Development & Photography

Everything is finally coming back together again.  I re-implemented the game using a streamlined code framework (thanks to uFrame primarily http://invertgamestudios.com/home ) and a simpler design which allows for a balance of sculpted environments and procedural layered elements. It’s been a fairly circuitous journey so far but it’s that’s how you learn. Above we see from one vantage point a distant destination at two separate times of day.

Everything is finally coming back together again. I re-implemented the game using a streamlined code framework (thanks to uFrame primarily http://invertgamestudios.com/home ) and a simpler design which allows for a balance of sculpted environments and procedural layered elements. It’s been a fairly circuitous journey so far but it’s that’s how you learn. Above we see from one vantage point a distant destination at two separate times of day.

Beginning to figure out how long exposures might work. Also considering the range of ‘development’ options that may or not be available to the player at any one time. Standing still in the freezing abyss isn’t something you would be advised to do…but you must do -something-.

Into This Wylde Press

Coverage and interviews of Into This Wylde Abyss thus far:

KillScreenDaily 2014 September “A Comprehensive History of Low-Poly Art”:

Part 1: http://killscreendaily.com/articles/poly-generational/

Part 2: http://killscreendaily.com/articles/poly-generational-2/

Part 3: http://killscreendaily.com/articles/low-poly-3/

RockPaperShotgun 2014 June:
http://www.rockpapershotgun.com/2014/06/30/into-this-wylde-abyss/

Golem.de 2014 April “First Person Walkers”:
http://www.golem.de/news/first-person-walker-wie-viel-gameplay-braucht-ein-spiel-1404-105520-2.html

OnlySP 2014 April - Interview:
http://www.onlysp.com/exploring-the-dangerous-sublime-into-this-wylde-abyss-exclusive-interview/

VideogameTourism 2014 April - Interview:
http://videogametourism.at/node/1958

I have been wondering what to do with photographic styled elements. Think I have found the perfect place. Some of the key pillars of the experience are contrast, sanctuary and memory. I want to have frequent opportunity to express those as the abyss is traversed and survived. To increase the potential for evocative moments within the sanctuary areas I can imbue them with unique, vague shimmering mirages which are only visible on the interior.

(Exterior of a sanctuary top, interior below. Prototype art)

I entered the Ludum Dare 29 game jam. “ThisDarkMttr” was the end result. Atmospheric solar system creation and exploration. Using photographs and other imagery to piece together a celestial plane.

Ludum Dare Voting Page

Web Windows Mac Linux

LMB - Change a tile. MMB - Zoom with mousewheel. RMB - Rotate camera. SPACEBAR - Toggle first person explorer mode and creation mode. ESC - Quit the application.