It's been almost three years since we first started working on HEVN. At the time we knew very little about game development. We didn't even know Blender existed for 3D modeling, Photoshop was tricky (at least for me), and the Unity3D game engine seemed like a huge learning curve to overcome. But little by little we slowly started to figure things out and over time something started to emerge. We're getting closer to releasing the game but wanted to share another teaser that shows a few more environments from the game. Hope you enjoy!
Hi There! For this post I thought I'd share a little trick to emulate a very simple visual "power up" effect. There are many ways to achieve this effect, but this post is mostly about using existing art and assets in a somewhat creative way due to time/effort constraints. To start with, here's what it looks like:
In the video above a white emissive surface is shown "moving" from one side of the solar panel array to the other. Let's take a look at what existing assets we have to work with to achieve this effect.
Hello there! We're very excited to announce that we have submitted HEVN to Steam Greenlight. Please don't hesitate to vote for us if you feel the game deserves it:
Hello there! It's been awhile since our last post about gameplay and we thought we'd share more about where the game and some of it's features are currently at. Since we started developing Hevn we've always leaned towards a diegetic approach as far as design decisions go. But in recent months we've also been keen on learning more of and implementing a 4 Layer approach (see here) as well as making the game more intuitive, approachable, and fun.
I'd also just like to mention that we've received some amazing feedback for a previous build of the game, and all of that feedback has been heavily considered and addressed as well. With that said, let's take a look...
Hello! It's been quite some time since our last blog post, and a lot has happened since then. We've been steadily improving the game in all aspects and can't wait to share it. But for today, we'd like to share our Made With Unity Developer Story: https://madewith.unity.com/stories/starting-scratch-1
Let us know what you think!
Hevn has gone through a few iterations technologically, as Larry stays up with the latest release of the Unity engine. Sometimes this is a real chore, as you can read about in some of his posts. So until the recent Unity 5.2 release we didn't have access to a flexible or affordable game play analytics engine.
So we wrote our own. Facts Beach
HEVN is a sci-fi survival, mystery game that explores the psychology and anxiety of one being thrust into a hostile environment, separated from friends, family by both time and space. As Sebastian Mar you travel lightyears from Earth and your station on Europa to Naic, a planetoid loaded with the newly discovered compound 'Soviten', which has amazing properties that could alleviate human suffering on Earth, while ushering in a new age of space exploration and colonisation.
All the emotional facets of HEVN, its world pressures and the challenges Sebastian will face are conveyed through familiar, real-time communications; emails, notes, and text interactions.
Hello there! It's been awhile since the last blog post and a lot of major updates have been made that we'll share here soon. But for this update, I thought I'd discuss one of the most critical updates to the player interface, which covers how the player interacts with objects in the game. The challenge is there are currently 32 contextual "actions" that a player can perform such as "open door", "drink", "eat", etc, but how can we make it easy to perform these actions without having to memorize keys, button modifiers, etc? Our solution was to borrow from two UI/UX mechanics and combine them into one.
For this post I thought I'd share a little bit about how the music in Hevn works. Traditionally games have a set soundtrack where each level or scene has an accompanying piece of music for it. There's no shortage of examples out there for both Indie and AAA games. One example that stands out for me is the repeated theme that first plays after leaving the underground shelter in Fallout 3 - when the vastness of the wasteland is presented to you.
Themes help to reinforce or communicate whatever feeling the developer is aiming for in a particular level or scene, whether it be frantic, calm, or otherwise. It's kind of similar to how music works in movies as well. In Hevn, we're trying to explore a slightly different approach where the music is slightly randomized, but in a structured and familiar way. The goal is to make each play session a little more unique and slightly unpredictable.
For this brief post I thought I'd share a little bit about the game's minimal requirements, especially with regard to desktop gaming systems as well my own development machine. To begin with the requirements are listed here. There isn't anything substantial about them, and actually for modern systems the GPU spec is probably much lower than most other first-person "open" games. With that said, the goal is to maximize my development machine to make the best game possible with the resources it has.
More game design details at IndieDB