Athonite - Narrative Exploration Game - Stylised Byzantine Monastery

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Athonite is a short first person 'walking simulator' with platforming elements, which I am creating as a solo final year project for my course at the University of Hertfordshire. I have been working on it for about four months and it is scheduled to be completed in May 2018.

It is set in a fantasy - alternate history universe.  As the last surviving member of a great Order of Athonite warrior-monks, the player is invited to explore an old abandoned Byzantine monastery and uncover the story behind its downfall.

You can read everything about the creative process that I have followed so far in this Pre-Production Portfolio document: https://www.dropbox.com/s/2ais2zpgahcvpmq/Athonite_Pre-Production_Portfolio.pdf












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  • Bomber
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    Bomber polycounter lvl 4

    Finished the beacon fire asset and its interaction system. When you approach the beacon, a torch icon appears as a crosshair. Click it or press an action button to trigger the cinematic which shows the beacon in flames and ends the game.











  • izaakb
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    I like a lot of how the organic materials are rendered, but I feel like there's a disconnect between organic and man-made. Maybe it's because there's more texture on it than the rocks and other objects and isn't pushing the visual/modeling as much as the rocks.

    As for game-play, I like how the torch/fire is farther away, though maybe a suggestion, what if it were just up a bunch of stairs instead across a super narrow bridge? I'd feel like that'd fit a monastery better, and wouldn't be as hard for players to fall down when trying to walk in a straight line for a long time. If the stairs were done, I could imagine some stylized trees and more rocks and plants/ shrines on the way up. Visually I think it could be really cool! But that's an opinion. I don't know how you're doing with time lol. Good luck!
  • Bomber
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    izaakb said:
    I like a lot of how the organic materials are rendered, but I feel like there's a disconnect between organic and man-made. Maybe it's because there's more texture on it than the rocks and other objects and isn't pushing the visual/modeling as much as the rocks.

    As for game-play, I like how the torch/fire is farther away, though maybe a suggestion, what if it were just up a bunch of stairs instead across a super narrow bridge? I'd feel like that'd fit a monastery better, and wouldn't be as hard for players to fall down when trying to walk in a straight line for a long time. If the stairs were done, I could imagine some stylized trees and more rocks and plants/ shrines on the way up. Visually I think it could be really cool! But that's an opinion. I don't know how you're doing with time lol. Good luck!

    Thank you for your feedback. :smile: I can see the disconnect thing. Ideally, I would want the man-made structures to have a more organic look themselves. If I have time, I will try to push that more (with more foliage for example - it's definitely one of my stretch goals).

    The narrow bridge was originally meant to be an on-rail moving platform, but currently I am leaning more towards a rope bridge. I will have to experiment and see what works best, I may have to shorten its length.

    Timewise, my university needs a game trailer to be completed in May, and I want to finish the playable version around that time too. I'll try to fit in as much stuff as I can until then. :smile:
  • Bomber
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  • Bomber
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    Scaffoldings and other wooden structures have been added:
















  • Bomber
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    I completely redid the game's lighting, to make it more atmospheric. This is the new version:


  • Bomber
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    Athonite has reached its Alpha stage. This is its trailer:



    A playable version can be downloaded from here: https://www.dropbox.com/s/6v3yv5xs975wn64/Athonite_Alpha.rar













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