Devlog #5 – Backland’s Awakening

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ARIDA:  BACKLAND’S AWAKENING!

After announcing the title of our adventure, we introduced the first part’s subtitle – Arida: Backland’s Awakening.

A subtitle that connects with our narrative proposal and with how we want to represent the brazillian’s backland scenery.

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Focusing on the experiences of young Cicera on the backland’s daily life, this first game introduces the fictional universe and the main mechanics that will serve as base for the development of the next games.

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Representation of the search for water.

EXPLORATION AND CONTEMPLATION ON LEVEL DESIGN

During the development, we focused on interaction and extension of the levels, defining landmarks, new points of interest and other indicators that help the player orientation.

The primary versions of the levels explored few options of texture and scene objects, beyond a broad playground.

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Top view of an old level version

Our visits to the brazillian backlands, new researches and the development of the game itself allowed us to broaden our visual language repertory.

Exploring the contrasts between textures, we aim to establish a language that defines the flow of the main adventure, yet still allowing and encouraging free exploration.

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Top view of a recent level version

Throughout development, we used the horizon contemplation as an element to reinforce the reach of the backland’s landscape. As in addition to encouraging exploration, this strategy offers alternation and anticipation for the game experience.

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The use of the terrain relief, different plane heights, and varied scene bounds adds to the dynamicity of the player’s movement while also creating a likelihood to the real brazillian backland.

It’s also important to mention some interactive elements that don’t affect the system directly but reinforces the narrative and aesthetic definition, beyond acting as points of interest for the players

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CAMPUS PARTY 2018!

We have been at the Games Area of Campus Party Bahia, a partnership between the BIND (Bahia Indie Game Developers) and the Campus Party (one of the biggest technology events in the world).

It was a great space to gather feedback from the players, attract new partners, show the game to new people and put part of the team in contact with the public!

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Aoca members during the CP 2018. From the left to the right: Bigod Silva (Artist), Vinícius Santos (designer), Victor Cardozo (art director) and Filipe Pereira (game designer and project manager).

 

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PLAYTESTS

We did a series of tests with the students of the Digital Games Graduation of UNEB (State University of Bahia), which is the location where our studio Aoca Game Lab is physically located.

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The feedbacks we received were of immense value to the project and to the team, besides the fact that stimulate a greater integration between Aoca and this group that composes the new generation of Bahia’s game developers!

See you in the next post! 😉

 

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