First, we thought that it would be good to show you all what the game looks like at this point and below you'll find footage of the latest build, brought to you by Kyle. As you can see, we've added a basic introduction, the ability to push open sarcophagi, and the observe and speak function into the battle system. We hope soon to begin populating 1-1 with actual content and mold it into something playable.
Next, you'll find Sara's concept image of the Hound of Tindalos that will likely make an appearance in the game. We're not entirely sure if the creature is going to be an enemy or potentially an ally that the player can summon in battle, but regardless, we think that you'll agree that it looks very hungry for its next victim.
Hound of Tindalos concept image by Sara Bardi
Additionally, Benedetta has agreed to make an animation for the game over screen using Sara's previous concept sequence (seen in the last post). To this end, Sara has made a revised set of potential silver keys that will be featured in this animation but also other portions of the game.
Silver Key concepts by Sara Bardi
I would be remiss if I didn't mention Sara's recent appearance on Legends of Tabletop artist roundup that you can view below.
Next we have some new pixel animations from Spyros, which includes the regular ghoul and stray cat that can be found in the first level. The ghoul is one of the main races Carter will face off against during the first third (Big Cypress Cemetery, Boston, Cavern of Flame) of the portion of Dream-Quest we intend on adapting. Since the ghouls are so closely related to humans, their intelligence and knowledge of human weaknesses will make them a very formidable challenge for the player.
In Lovecraft's original Dream-Quest novella, there are so many distinctive characters, scenes and imagery that it's sometimes difficult to condense the rather baroque happenings of the narrative for a new comer. To create something that fans can potentially focus on, we've decided to focus on the presence of ghouls and cats in the story and will include a black stray cat in the opening level of the game. The black stray cat can be seen sitting on top of the wall by the front gate of the Big Cypress Cemetery (see Wojciech's spiffy new entrance can be seen below). Upon Warren and Carter's entering the gate, he will hop down and follow the pair inside and will be a constant presence.
The black stray cat will follow Carter from a distance and occasionally get into fights with some of the creatures within the level. If the player can cause some initial positive interactions with the feline, there's a good chance that the cat could be coaxed into fighting in battle alongside Warren and Carter.
Stray Cat pixel animations by Spyros Kontis
Next we have a spruced up introduction scene, courtesy of Wojciech, that we hope to include in the actual game within the next couple of builds.
Introduction screen pixel art by Wojciech Witowski
Wojciech has also been working on crafting individual pixel components of the game. To increase Carter's knowledge of various items, persons and races, the player will need to learn more about them through observations in battle, reading books, and more visual sources such as the hieroglyphics below.
Hieroglyphic Walls by Wojciech Witowski
In the periphery of the first level will inhabit a small group of spiders, exiled from the Plateau of Leng. To this end, we're trying to develop a couple of different spider characters, one of which, illustrated by Luis, can be seen below. Temporarily, Luis has named it "Tank Spider" as it will block Carter from moving past it, while shooting off the occasional spike or spikes off of its back. Eventually, if the player is able to foster a pact with the Spiders of Leng, these creatures will be recruitable in battle.
Tank Spider concept art by Luis Merlo
Finally, sometime in October I approached Ramiro R. to create an image that our project might use as an alternative image (kind of like the old NES and SNES box art) to use in conjunction with our advertising for the project. Though we'll ultimately use our in-house artists' work, this might be used for promotional items such as prints and t-shirts for the Kickstarter. I'm sure you'll agree that Ramiro's image conveys the otherworldliness of the Dreamlands.
That's all for now, but please continue to frequent this site and our Facebook page for further updates. We're hoping to have a game over animation, a victory and pause theme, further narration panels and, of course, more pixel art and animation to show you in the upcoming weeks.