TIE is a game about depression, and the daily grind that we are all forced to endure. You will live one week of this characters life. You will wake up everyday, get dressed, go to work, and repeat. The game is an experience that will put your character through a series of negative events that will eventually directly impact the ending...
This is the soundtrack preview for TIE, all of the tracks were composed by Vegetarian Meat and will be available on Bandcamp, you can check out some of his other work below.
Tie seems really interesting to me. I played the prototype, but - well its a prototype - I didn't get further then out the house. But it has this instant sword and sworcery feel. Look, feel, sound are cool and I like it. I am not a fan of depression, but I'd really like to know where you will go with this project - and how the game will turn out.
You should perhaps say a few words on how to handle the prototype and add some barriers on each side of the playable area. I was wandering off cause I thought I missed something, but I don't think I did.
You need to be dressed for work in your suit to get the 'Leave home [E]' interaction at the front of the kitchen. Also yeah, the collision is bugged, but if you stay within level bounds you'll be fine.
A, D - Movement
E/LMB - Interact (LMB will reveal a cursor, clicking will give you visual feedback but it doesn't work with interactions atm)
I feel held to a certain standard as far as work and prototyping goes on Polycount, so I'd like to give a bit of background. I'm an artist mainly, I'm in love with 3D art, and I adore pixel art, but what I really like it combining the two. I listen to a lot of music, so I try to mesh the music and art and instead try to create an experience. TIE isn't necessarily a game in the traditional sense, where there is a preset goal to set out and accomplish, it's more of an experience.
It was only fairly recently (a year or so) ago that I learned to program at a novice level, being an artist mainly at the time, I got sick and tired of programmer's up and leaving, one time for no reason, the person just stopped logging in and I haven't heard from them since. TIE is not my first game, but it will be my first finished game.
I'll continue to post more art here, but in the morning.
The theme tickled my curiosity. Giving the game a try, I still don't know what to expect. I don't feel the scent of depression just yet. It still lacks an important layer of storytelling I think. Is there a specific game mechanic planned that could make the player feel the helplessness of the character ? Or may it be simply an adventure game ?
I think it would be interesting to find elements of game design that could specifically used to convey this idea : for example having obstacles appear on the player's path that are impossible to overcome. A corridor that seem to stretch indefinitely. Forcing the player to abandon (until a certain turning point in your narrative) ! I'm pointing that out because I couldn't find it inside of the prototype.
Anyway, I wish you the best going forward.
Cheers !
So yeah, it's just a prototype at the second, and I'm working on everything asides from the music, which Jeremy (Meat Analogue) is doing. So, the storytelling in it's state now is actually really absent, this will come when I fix mouse interactions and implement thoughts, which you can read about on the blog. Pressing space make's thoughts appear over your head, the feature is dynamic and can be used anywhere, the main character has thoughts for every area/situation. Once I get enough art done, (2 more maps), a full day will be complete, then we can move on. TIE is not the story of someone who is from the get incredible depressed, instead, it follow's this character through 7 days, and you can witness the changes and events contributing too his depression over this 7 days.
Replies
Under an endless sky.
Lone gunman.
You should perhaps say a few words on how to handle the prototype and add some barriers on each side of the playable area. I was wandering off cause I thought I missed something, but I don't think I did.
A, D - Movement
E/LMB - Interact (LMB will reveal a cursor, clicking will give you visual feedback but it doesn't work with interactions atm)
Space - Start Game
There's a few hidden dev controls as well.
It was only fairly recently (a year or so) ago that I learned to program at a novice level, being an artist mainly at the time, I got sick and tired of programmer's up and leaving, one time for no reason, the person just stopped logging in and I haven't heard from them since. TIE is not my first game, but it will be my first finished game.
I'll continue to post more art here, but in the morning.
https://dl.dropboxusercontent.com/u/13822695/TIE%20v1.06/TIE%20v1.06.html
A, D - Movement
E, LMB - Interact
Note: You must be dressed for work in able to use the leave interaction and go outside.
It's certainly been awhile since I've posted (sorry guys) but there's a lot more too check out if you visit the blog!
http://agameaboutdepression.blogspot.com/2014/04/tie-v106-few-other-things.html
I think it would be interesting to find elements of game design that could specifically used to convey this idea : for example having obstacles appear on the player's path that are impossible to overcome. A corridor that seem to stretch indefinitely. Forcing the player to abandon (until a certain turning point in your narrative) ! I'm pointing that out because I couldn't find it inside of the prototype.
Anyway, I wish you the best going forward.
Cheers !
New bus map for TIE.