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SENTRY News

Guildford Games Festival 2022!

We're very happy to be hosting the third iteration of the Guildford Games Festival on Steam, which runs from December 1st through to the 5th.

All of the games on Steam developed in the GU postcode area can be found on this page, many with discounts so it's a great opportunity to pick up some deals!

Click on the image below to be taken to it:



Just like in the 2020 and 2021 versions, the page artwork contains nods to local landmarks (this time the castle and statue on top of the cathedral feature heavily) as well as plenty of references to the games made in Guildford.

Here's the artwork from previous years:

[h3]2020:[/h3]


[h3]2021:[/h3]


There's an unusually high concentration of games studios in Guildford and it has a rich gaming history, so it's awesome to be able to showcase these all in one place.

If you'd like to find out more, you can visit the guildford.games website.

Realms Deep 2022



Realms Deep 2022, the annual digital showcase organized by 3D Realms and friends was packed with all the coolest indie FPS gems:

[previewyoutube][/previewyoutube]
You can see SENTRY at around 1hr and 28mins, but if you're into similar games there's tons more worth checking out :)



Newsletter Signup is now live!



It's been on my to-do list for aaaaaages, but we've finally got a Newsletter Signup sorted, which you can find here:

https://sentrygame.com/newsletter

Why do you want to sign up for our newsletter? Firstly, we get a lot of requests for people who want to be first in line for any demo-testing, and a Newsletter will be one of the first places we announce it.

Secondly, it'll be an awesome source of SENTRY knowledge delivered direct to your inbox. We only send emails infrequently and when we've got a lot to talk about, so it's not one of those spammy newsletters we all hate.

And perhaps saving the best till last, anybody who signs up to the Newsletter gets their name in the game!.

We did this with our previous title Abandon Ship, where newsletter names were used for randomly generated crewmembers. You can read about the details of how it was used by clicking on the image below:



How does it work?

Each SENTRY is responsible for repelling alien invaders, drawn from ship crew who are kept in stasis until your vessel is boarded. Should your SENTRY perish in battle, another crew member will be activated until the threat is eliminated. The name of each SENTRY is pulled at random from a database, and being subscribed to the newsletter means your name is added to that database. So anyone who plays the game will potentially see you pop up :)

TLDR; if you're interested in SENTRY, sign up now!

https://sentrygame.com/newsletter

Music Preview



Our composer Barry Topping has been busy recently, so we've compiled some of his recent work into this post :)

First up, here is a snippet of combat music from the game:

[previewyoutube][/previewyoutube]
SENTRY uses a dynamic music system, which adjusts according to the events in-game. In order to reach this point however, Barry will create a fixed piece of music that he'll then create variations of, chop it into pieces and make stings to ensure a smooth transition between pieces.

If you'd like to hear him talk about this in more detail, there was a recent music-based event on Steam called "Save & Sound" that SENTRY participated in. During the event Barry and Design Lead Sean Noonan chatted with one another about their ambitions for the music, as well as how we approached the composition in the Announcement Trailer.

[previewyoutube][/previewyoutube]
If you're interested in music and sound design in games, Save & Sound is an annual event you should definitely look out for in future.

Finally, the games section of music-themed Magnetic Magazine interviewed Barry, covering other aspects of being a composer in games, which you can read about here:

https://www.magneticmag.com/2022/08/barry-topping-interview-sentry-game/



We hope you enjoyed this dive into the music of SENTRY, we'll share more of this sort of thing in future!

Thanks,

Gary

https://store.steampowered.com/app/1252680/SENTRY/

Capsule Art Development



A while back we took a look at the development of our capsule art. This first article (which you can read here) looked at the latter concept stages, when we were honing in on what would be our final capsule art that you see on the game's Steam page:



In that post we mentioned our early images for this process, and how some were very cool but ultimately gave the wrong impression of the game, which is why we moved away from them. Well strap yourself in, because we're going to take a look at them now :)

Before we dive in, a quick recap on what we wanted people to feel when they look at our capsule art (in no particular order):
  • This game looks cool
  • It looks professional
  • It looks like a game where you shoot
  • It gives the impression of being sci-fi
  • This stood out when I saw it on a random Steam page
  • I want to learn more!
  • (We also had a technical requirement; that they worked in both portrait and landscape formats)

This should help frame why the following images didn't make the final grade!


In the early stages of concepting, you take the brief and create a lot of fast and loose variations - this is the art-based equivalent of chucking a bunch of stuff at the wall and seeing what sticks! Several interesting ideas can come from this process, and you cherry-pick the elements you like to develop further.

These images felt a little too close to other games for us to progress:



On the left, the guns forming angel-like wings was akin to the first Gears of War cover, while on the right it had a very Doom-like vibe (this one was a real personal fave, and very hard to dismiss!)

Next up are playing around with some variations on enemies, players and deployables:



Both have an interesting composition, but neither worked immediately well in landscape format. The left image clearly showed the protagonists and antagonists, while on the right shows more of a chaotic snap of gameplay; the player, a co-op buddy and deployables defending a broken doorway against encroaching enemies. This was cool, but hard to parse.

The images below focus on some of the prominent mechanics in gameplay:



The left image has a SENTRY looking back at a damaged core (what the player is defending in some levels). The right image shows the venting gameplay mechanic. Both didn't feel right for the sort of game we were making though, feeling more suited to the survival horror genre.

These images revolve around another aspect of the game: the pods a SENTRY uses to enter levels:



Again, both of these were cool images in their own right, but didn't convey the other elements of the game that we wanted. You can see some inspiration from the Olly Moss film posters creep into the images :)

We also used this clean and simple design for the next two concepts:



Again, these were cool but didn't clearly communicate all of the aspects we needed to.

These final two show the player character front and centre, while also showing some enemies:



At various points we wanted to include enemies to help reinforce the sci-fi and combat elements of the game - and while we moved away from these specific designs, you can see aspects of them in our final capsule art - for example, the up-close view of the SENTRY visor, a strong-posed character with stark, simple colours.

If you want to see how we progressed from these types of images into the next stage of development, you can read all about it here.


Let us know what you think of these early concepts! And if you've read this far, you must surely be interested in the game enough for me to shamelessly plug Wishlisting it ;)

https://store.steampowered.com/app/1252680/SENTRY/
Thanks,

Gary