News January-February 2020

Hi!

These last two months have been very productive and we have made great progress in the development of Lamentum.

We have added new mechanics and we have polished important aspects of the game thanks to the feedback we have received from you.

For us the quality of our game is the most important thing and although the development is going well, we need more time to make Lamentum the game we want it to be.

Our new estimate for the release date is Q3 2020, we are confident that this additional development time will give us the opportunity to further improve the gaming experience.

We have much of the game finished and soon we will have a beta available for backers who have this reward.

We also have some interesting news that we detail below.

We keep working hard, thanks for your support!

IMPORTANT REMINDER:

We want to remind you that you must send us the survey (If you haven’t done it yet) so we can prepare your reward.

If you have any questions you can contact us at:

info@obscuretales.com

Thank you to everyone who has already done it!

Improvements in the light and shadow system:

Light and darkness are two important factors and that is why we have put a lot of effort into creating a suitable lighting system.

With the new system, darkness takes on greater prominence and the lamp will be vital.

Improvements in the combat and movement system:

After thoroughly testing the combat system we have decided to make a series of changes to make it more dynamic and fun.

Among the many changes we have made we want to highlight the possibility of running.

Although at first we thought it was not necessary that Victor could run, we have realized that it improves the gaming experience and adds very interesting possibilities that we want to take advantage of.

The running system is based on stamina, if it runs out completely, Victor will be for a short time without being able to move.

Save System:

We have finished implementing and polishing the save system.

In Lamentum you can save your progress in the desks as long as you have a consumable, the ink.

This, as you may have guessed, is a tribute to one of our favorite games;)

Game art improvements:

We continue to improve the art of Lamentum by reviewing the existing material, adding new details and creating new elements.

About the Beta:

The first Lamentum beta is almost finished and soon we will get in touch with those of you who have this reward.

For those who play it we want to warn you that the beta is NOT spoiler-free and that it contains approximately the first two hours of play.
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Novedades Enero-Febrero 2020

Hola!

Estos dos últimos meses han sido muy productivos y hemos avanzado mucho en el desarrollo de Lamentum.

Hemos añadido nuevas mecánicas y hemos pulido aspectos importantes del juego gracias al feedback que hemos recibido de vosotros.

Para nosotros la calidad de nuestro juego es lo más importante y aunque el desarrollo va a buen ritmo, necesitamos más tiempo para lograr que Lamentum sea el juego que queremos hacer.

Nuestra nueva estimación para la fecha de lanzamiento es Q3 2020, estamos seguros de que este tiempo adicional de desarrollo nos brindará la oportunidad de mejorar aún más la experiencia de juego.

Tenemos gran parte del juego terminado y pronto tendremos una beta disponible para los backers que cuentan con esta recompensa.

Además contamos con algunas novedades interesantes que os detallamos a continuación.

¡Seguimos trabajando duro, gracias por vuestro apoyo!

RECORDATORIO IMPORTANTE:

Antes de comenzar queremos recordaros que debéis enviarnos la encuesta (si aún no lo has hecho) para preparar vuestra recompensa.

Si tenéis cualquier duda podéis poneros en contacto con nosotros en  :

info@obscuretales.com

¡Gracias a todos los que ya lo habéis hecho!

Mejoras en el sistema de luces y de sombras:

La luz y la oscuridad son dos factores importantes y es por ello que hemos dedicado mucho esfuerzo en crear un sistema de iluminación adecuado.

Con el nuevo sistema, la oscuridad toma mayor protagonismo y a lámpara será de vital importancia.

Mejoras en el sistema de combate y movimiento:

Después de probar a fondo el sistema de combate hemos decidido hacer una serie de cambios para hacerlo más dinámico y divertido.

Entre los múltiples cambios que hemos hecho  queremos destacar la posibilidad de correr.

Aunque en un principio pensábamos que no era necesario que Victor pudiera correr, nos hemos dado cuenta de que mejora la experiencia de juego y añade posibilidades muy interesantes que queremos aprovechar.

El sistema de correr se basa en estamina, si se agota completamente, Victor estará durante un breve tiempo sin poder moverse.

Sistema de guardado:

Hemos terminado de implementar y pulir el sistema de guardado.

En Lamentum podrás guardar tus progresos en los escritorios siempre y cuando tengas un consumible, la tinta.

Esto, como habréis adivinado, es un homenaje a uno de nuestros juegos favoritos 😉

Mejoras en el apartado artístico:

Seguimos mejorando el apartado artístico de Lamentum revisando  el material existente, añadiendo nuevos detalles y creando nuevos elementos.

Acerca de la Beta:

La primera beta de Lamentum está casi terminada y pronto nos pondremos en contacto con aquellos de vosotros que tengáis esta recompensa.

Para aquellos que la juguéis queremos advertiros que la beta NO está libre de spoilers y que contiene aproximadamente las dos primeras horas de juego.

News August 2019: fixed bugs and new demo 1.1.2

Hi!

This is the first blog we publish since we successfully achieved the funding of Kickstarter.

We want to be as transparent as possible and periodically publish our progress. That is why we will be publishing more information and updates through our social networks, our website and Kickstarter updates.

During the last weeks we have been working on advancing the main development of Lamentum, the main course of the plot and fixing bugs.

We have focused on fixing the bugs that you have sent us through the feedback of the demo. Thank you so much for all the comments and opinions!

With all these bugs fixed we have updated the demo and it is now available on IndieDB.

Link version 1.1.2: https://www.indiedb.com/games/lamentum/downloads/lamentum-demo-112

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Fixing these bugs is very important and helps make Lamentum a better game.

We are also preparing a future blog post where we will narrate our experience with the Kickstarter campaign. It was a very intense month and we learned a lot of things that we think could be interesting to share.

Thank you all for helping us!

If you find any bug or have any suggestions, do not hesitate to contact us, it helps us a lot.

List of all the bugs we have fixed:

  • Fixed interface button selection system.
  • Fixed bug related to teleport (I could leave you in an empty area if you leave and quickly enter a site).
  • Fixed sounds of teleports, when fixing the previous point some sounds stopped being heard properly and cut sharply as when opening a door.
  • Fixed bug with open inventory allowed collect items.
  • Fixed bug with open inventory allowed talk to NPCs.
  • Fixed bug when killing enemy in basement, when leaving and entering, enemy appeared but did not move.
  • Fixed a bug when killing the enemy in the kitchen. (cause an error with the audio).
  • Fixed bug when using the shovel. Clicking twice repeat the animation.
  • Fixed bug when spawning enemy in kitchen. Enemy stop when leaving the ground.
  • Improve enemy movement in the kitchen. Related to pathfinding and navmesh.
  • Fixed bug that allowed to pick up mannequin hand without pushing furniture.
  • Fixed bugs related to sounds in animations.
  • Fixed bug related to the keys, some were not removed from the inventory when opening a door.
  • Fixed some decoration layers.
  • Added sound when key appears on the floor.
  • Fixed bug in teleport when falling on the ground, allowed you to move and caused new bugs such as skipping dialogs.

 

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Hola!

Este es el primer blog que publicamos desde que alcanzamos con éxito la financiación de Kickstarter.

Queremos ser lo más transparentes posibles y publicar periódicamente nuestros progresos. Es por ello que iremos publicando más información y actualizaciones por nuestras redes sociales, nuestra página web y actualizaciones de Kickstarter.

Durante las últimas semanas hemos estado trabajado en avanzar el desarrollo principal de Lamentum, avanzar el transcurso principal de la trama y corregir bugs.

Nos hemos centrado en corregir los bugs que nos habéis enviado a través del feedback de la demo. ¡Muchísimas gracias por todos los comentario y opiniones!

Con todos estos bugs solucionados hemos actualizado la demo y ya está disponible en IndieDB.

Enlace versión 1.1.2: https://www.indiedb.com/games/lamentum/downloads/lamentum-demo-112

Corregir estos bugs es muy importante y ayudan a que Lamentum sea un mejor juego.

También estamos preparando una futura entrada en nuestro blog donde narraremos nuestra experiencia con la campaña de Kickstarter. Fue un mes muy intenso y aprendimos un montón de cosas que creemos que podrían ser interesantes de compartir.

¡Muchas gracias a todos por ayudarnos!

Si encontráis cualquier error o tenéis cualquier sugerencia no dudéis en poneros en contacto con nosotros, nos ayuda muchísimo.

Lista de todos los bugs que hemos arreglado:

  • Corregido bug relacionado con teleport (podía dejarte en una zona vacía si sales y entras rápidamente de un sitio).
  • Corregido sonidos de teleports, al arreglar el punto anterior algunos sonidos dejaban de escucharse adecuadamente y se cortaban bruscamente como al abrir una puerta.
  • Corregido bug con el inventario abierto se podían recoger objetos.
  • Corregido bug con el inventario abierto se podía hablar con NPCs.
  • Corregido bug al matar enemigo en sotano, al salir y entrar aparecía pero no se movía.
  • Corregido bug al matar enemigo en cocina, salir y entrar sonaba el audio que indica que has entrado en su rango de visión.
  • Corregido bug al usar la pala y dar click dos veces no repita la animación.
  • Corregido bug al spawnear enemigo en cocina no se quede parado al salir del suelo y empiece ya buscando y queriendo atacar.
  • Mejorar movimiento enemigo en cocina. Relacionado con el pathfinding y el navmesh.
  • Corregido bug que permitía recoger mano de maniquí sin empujar mueble.
  • Corregidos bugs relacionados con sonidos en animaciones.
  • Corregido bug relacionado con las llaves, algunas no se retiraban del inventario al abrir una puerta.
  • Corregidos algunos layers de decoración.
  • Añadido sonido al aparecer llave en el suelo.
  • Corregido sistema de seleccion de botones de interfaz.
  • Corregido bug en teleport al caer por el suelo, te permitía moverte y provocaba nuevos bugs como saltar dialogos.

Lamentum – Let’s talk about the AI | Dev Log

Hi!

We have not been able to upload a dev log for a while, but it is not because we have frozen but, on the contrary, we are advancing and improving Lamentum day after day.

In the devlog of today we are going to talk about AI in depth since last week we have been very focused on improving and expanding this topic.

The AI ​​of our enemies has been programmed as a state machine and we have developed it through independent modules so that we can create different patterns of behavior following some basic rules.

The states on which our AI is based are:

– Inactivated: The AI ​​is not active in the scene, it needs an external factor to start.
– Rest: The AI ​​is active but has no objective.
– Alert: AI can move between routes with points of interest.
– Attack: AI in action fighting.

They may seem like basic states but these allow us to have different types of AI depending on the type of enemy, for example, some enemies in the Attack state will seek to reach the target according to their range of action while other enemies will maintain distance because their role is to spawn new enemies.

We previously showed how our AI was behaving in motion and explained that we had programmed a raycast system that would allow it to detect if the direction of movement was adequate or if it had an obstacle and needed to reposition itself to move forward. This in theory worked fine but not as well as we would have liked, in some cases with several enemies simultaneously strange situations were generated and some corridors with enough obstacles did not take a clear route and could lead to loops, so we have discarded that part and we have implemented a pathfinding algorithm that in turn takes into account the size that we want to define our enemies.

We have simulated a quite rare situation with several equal enemies in the same room, although we really doubt that such a case is in Lamentum, we wanted to put this algorithm to the test and we liked the results:

NavMesh1

NavMesh2

The good thing about having structured the AI ​​into independent modules is that by discarding a part of the work that we had before with the raycast movement system, we did not have to redo the entire AI since it was only the module that we used for the movement. In fact the previous system we have left to some enemy that we want to look more “dumb”.

Lamentum, Decisions will mark your path | Dev Log

Hi!

We continue to work hard in Lamentum and today we would like to talk about the importance of decisions in our survival horror.

From the beginning of the development we were always clear that Lamentum has several finals available depending on the decisions we choose while we play. But… How are decisions made in Lamentum?

During your gameplay, you will meet several characters that may influence the course of the story and that will force us to decide what we want to do.

Some decisions will be presented through a system of elections in the dialogues.

NPCGhoul

The Lord of the Maggots

But this is not the only way to make decisions in Lamentum … To whom will you give the object? Which way will you choose? Did you solve the puzzle correctly?

We do not want to make spoilers but your way of playing will influence the story…

mosquete

Lamentum already has a Steam page! Store.steampowered.com ! Support us by adding to your wishlist!!

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Lamentum already has a Steam page

Hi!

Lamentum already has a Steam page https://store.steampowered.com/app/1033950/Lamentum/

We would appreciate it if you would support us adding us to your wishlist!

wishlist

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We have also updated our website with much more information about Lamentum

Dev Log: 10 Improve Lights

Hi!
We had been some time since we wrote a devlog, the main reason is that we have been working on a new trailer.

Do you like it?

One of the most representative changes with respect to the previous trailer is that we have improved our lighting system by combining our shader to illuminate diffuse materials with particles and the truth is that we liked the result.

The main reason why we have worked on creating our own shader for the treatment of light instead of using the Unity lighting system is for the performance. When working with 2D pixel art graphics we do not need the light computations that generate the Unity lighting system by default and we can use a greater number of simultaneous lights with a lower cost of performance, this led us to consider… How did we get that the light had a little volume? The answer is the particles, with a bit of love we have managed to make the lights have more visual presence in the scene apart from the main objective of light, illuminate.

 

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Lamentum – New Trailer | Pixel Art Survival Horror

 

Lamentum is a pixel art survival-horror game that takes place in New England in middle of the 19th century.

You will play the role of, Victor, a young aristocrat looking desperately for a cure for a rare disease.

The game will focus on the exploration and resolution of puzzles, but without forgetting the action and combat.

Follow us:

E-mail: obscuretealesgames@gmail.com
Twitter: https://twitter.com/ObscureTales
Facebook: https://www.facebook.com/ObscureTalesGames
IndieDB: http://www.indiedb.com/games/lamentum

About the team:

Developing this game is a small team of two persons known as Obscure Tales, based in Spain.

Also, we have the collaboration of Black Light Sound our fantastic musician, in charge of music and sound effects.

Soundcloud: https://soundcloud.com/blacklightsnd

Dev Log: 9 Inventory and Item Box

Hi!

These weeks we have been focused on completing the development of the inventory and the item box (wooden chest).

As good survival horror our inventory will be limited and we will have to manage it well.

The inventory has nine spaces. The first three are special, the objects that we place in these positions can be used immediately by pressing the quick access
buttons.

InventarioDevLog1

Another thing that we have finished is the item box (wooden chest) . In certain areas we will find a wooden chest where we can store objects in an unlimited way.

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Also, we have improved the interface of the game, always bearing in mind the possibility of playing with keyboard + mouse or with a controller.

InventarioYBaulDevLog1

 

Dev Log: 8 Hiding System

Hi!

The last days we have been working on a new game mechanic, hiding from the enemies.

In Lamentum combat will not always be the best option. Sometimes hiding will be vital to survive.

 

 

Our character can use the environment to go unnoticed, however not all enemies can be deceived in this way. Some creatures will use other senses to find you and sometimes it can be a very bad idea to turn off the lamp … 😦

Features of the hiding system:
– New hiding points (e.g. Furniture).
– You can not hide with the active lamp.
– You will not be able to move while you’re hiding.
– You can not hide from all types of enemies, some can detect you even hidden.
– Hide is an option, you choose your way of playing.

Dev Log: 7

Hi!

In today’s dev log we want to show the changes we have applied to the game’s light and particle system.

Among the improvements we have achieved we can highlight:

  • Improved contrast between dark and light areas (avoiding a collapse of lights and optimizing their performance).
  • Greater depth to the light according to the layer in which it is placed.
  • Color enhancements in light sources.
  • Better control of the intensity and flicker of the lights.
  • Particles of dust.
  • More detailed rain.
  • New climatic effect, lightning.