Thanks for playing

- THANKS FOR PLAYING -

Try to reach the beginning of the game with the ultimate score of 0 !

Thanks for a playing by :
- Ian Ardouin Fumat (did most of the artistic part)
- Alexis Moroz (did most of the GD part)
- Alain Puget (did most of the dev stuff)

“Thanks for playing” is not an Alkemi game, it is the product of a 48h game jam which took place in Nantes during the Utopiales 2012 (a sci-fi convention).

Recent Posts

A Game of Tricks IV – Stylized normal mapping

Ok. First thing, I’m sorry this isn’t the second part of the particles tutorial. I think I have vastly underestimated how complex it would be to extract a clear explanation of our FX system which is very very cool in a twisted and intricate way. Making the rest of the explanation worthwhile will require that I isolate some code from a more complex set. I’ll probably have to split it in two more parts to swallow the effort.

But today, I’ll write about normal maps… and rocks. I have already explained how we had used normal mapped sprites for Transcripted. If you don’t know what normal maps are, you can take a look at this previous post┬áto learn the basics. Drifting Lands is a much more 3D game than Transcripted was. All ships and a lot of background elements are “real 3D” but with a pretty stylized modelling and fancy shaders hopefully making the whole thing look more like an illustration. The overall look of the game is influenced by a lot of games (Journey, Diablo3, Darksiders…) and a lot of animation movies (Disney and Ghibli productions mainly). The art direction is more focused on shapes, silhouettes and harmony of colors, than on detailed hi-res textures or realistic physically-based materials.

01_DriftingLands_Capture

Drifting Lands takes place over, around and inside a broken planet. There will be plenty of flying bits of rocks involved in all environments of the game. The background rocks represent a large part of the visual identity of the game so we have worked quite some time to find the good balance between polycount and shader complexity to create nice looking blocks. Right now, we will focus on how these rocks catch the light.

Continue reading

  1. A Game of Tricks III – Particles fun (part1) 7 Replies
  2. New alpha gameplay video for Drifting Lands 1 Reply
  3. Drifting Lands finally got its own website… and a logo. Leave a reply
  4. First alpha footage for Drifting Lands 12 Replies
  5. Shoot & Loot 5 Replies
  6. And our next game will be… Leave a reply
  7. A game of Tricks II – Vertex Color 3 Replies
  8. Alkemi’s chronicles – part 2 – (2011-2012) 4 Replies
  9. Alkemi’s chronicles – part 1 – (2009-2010) 1 Reply