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Semblante on Play This Thing

March 6th, 2010 by Beto


Semblante posted on Play This Thing!

Even though our priority is the Tsar Project, we didn’t left Semblante behind. We’re sitll working on it to improve the gameplay and sharpen the game concept, looking forward to achieve a more complet experience on what’s been proposed for the game.
We just got extra motivation! =)

Tsar Planning

February 27th, 2010 by marcelpace

After 11 months working on Tsar Project we are finally “ending” the pre-production stage. The pre-production was all about a discovery process, mostly the first opening of a double diamond process,  that in a way validates the early concept stages.

What must mark the beginning of production is a stage where we do not have any kind of uncertainties or doubts and can work on a “final” version of the software, without getting around different ways of doing things and without any big scope or feature changes.

The Production Planning we discussed the answers to questions that our testing and experimenting didn’t solve 100% and even the ones that testing and experimenting themselves had raised. The end result of our planning was excellent. More details… on the next chapters!

By the way, the one posting is Marcel Pace, executive producer of Tsar Project. (I rarely post here… You know, sound, music, project managing and process managing… kinda busy here, hehe! ;) )

Production Planning

February 23rd, 2010 by ingridskare

We’re now entering Tsar’s Project Production Planning. More information soon. :)

Semblante

February 2nd, 2010 by Bruno Bulhões

We are finally back from the Global Game Jam and we’d like to produdly present the result of our 48 hour effort: Semblante.

Before I start, a brief clarification. “Semblante” is a portuguese word that means “visage”. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when spoken in native portuguese at least) the other reasons are pretty much subjective and we leave to each one his own to think about it or not.

The game is still a little incomplete as of now, even if it has a beginning and an end, as we need to work out some of the mechanics, asset implementations and general level design. Semblante is also quite simple, you control Jung inside its own mind as it searches for its own identity (represented as a mask) while avoiding the shadows that lurks within. The metaphor is obvious and I will not linger on it anymore.

The mechanics are pretty simple. Jung has 4 mechanics. It can move, jump, shine and scream. To shine, the character needs to stay in light spots to charge its body. Jung glows for a limited amount of time and while it is glowing, shadows are repelled by it. Jung can also use its remaining glow to scream and attract shadows to itself. We have a lot of bugs to work out still but the core mechanics are all there.

The guys at PUCPR jam site (we are at the right, with “uniforms”)

Aside from the game itself and talking about the Jam itself. It was a pleasing (and exhausting) experience to participate on a Global Game Jam. The extra hands were crucial for the game to come into fruition. In the name of the team I’d like to thank, Flor, Santo, Paulo and Rossato for their effort and dedication during the Jam. We also want to thank Bruno Campagnolo for organizing the Jam Site and the free sodas and sfihas. We’d like to do it again next year!

Global Game Jam!

January 30th, 2010 by Beto

Here we are, Adugans and friend developers, at Global Game Jam.

We had a hard time defining the game concept. That happened not because we found it hard to fit a game concept to the theme proposed, but because we always have a creative boom and we end up having so much options that it’s difficult to pick up one way to go.

Even so, our sub-teams managed to make substantial advances. Game design defined the game mechanics and challange pallet; having the game concept the screenwriting team could work out the plot and main character; graphics develped some tilesets, props, and some animations fo the main character and enemies.

The prototype is almost with all mechanics and features implemented. By the time it’s all done, game design will start composing the level design.

Considering it all, we have a nice optmistic feel!

Later on we’ll talk more about the game itself.
Stay tuned! =)

Global Game Jam: Warm Up

January 27th, 2010 by Bruno Bulhões

So, Global Game Jam is this weekend and Aduge will this time join the party! We are very excited about it, specially because Curitiba is as of right now the biggest Jam Site on the southern hemisphere and we’d like to meet and exchange experiences with all the people that will be there.

Also this weekend Aduge will be a bigger and baddier team as we will be adding muscle to our team. Adding to our usual lineup of six developers we will have the collaboration of other 5 people:

Daniel Rossato

A friend of Vermonde and fellow programmer. A graduated Electric Engineer, Rossato has also some hidden skills that are revealed when he sits in front of a piano. Rossato already helped us on Tsar Project with some nifty pathfinder algorithms and now will return working with Aduge at the Global Game Jam.

Gabriel “Florzinha” Jacobi

Our fellow ex-junior entrepreneur and colleague at the Graphic Design course at Federal University of Parana. Flor, as we call him, is a comic book and cinema aficionado, that enjoy his games from time to time. He will lend his skills in scriptwriting and graphic design. He will also be an asset with his more-critical-than-the-norm approach to things.

Paulo “Lies” Faria
http://www.myspace.com/andalucia

An ex-Adugan, Paulo Lies left Aduge to fully dedicate himself to his band, Andalucia. A skilled musician and composer, Lies will be a great asset to creating great music to accompany our game. He is also a competent programmer and knows a thing or two about game design.

EDIT: Paulo had another things to do on the weekend and didn’t attended the event.

Paulo “Pixel” Reinehr

http://www.pixeljoint.com/p/3182.htm

We call him Pixel because he is very good at pixel art, but it doesn’t stop here. Paulo is a jack-of-all trades, knowing his way into various other aspects of game development. He will help us at the GGJ with his expertise in the art department mostly. Paulo is another fellow student at UFPR and already worked with Aduge before on a old project, being a great help with his pixel art.

Pedro “Santo” Medeiros
http://thelectricafe.blogspot.com

A ex-colleague of Pirin at Melies’s traditional character sculpture course in Sao Paulo. Santo is a prodigal illustrator and a graduate in Digital Design at Anhembi Morumbi. He is leaving Brazil soon to attend at Gnomon school to further improve his already impressive skills as an artist.

With these additions we will be going full speed ahead to the Jam. Expect updates during the weekend and the results next week! See ya guys!