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Mythwrecked: Ambrosia Island News

Dev Blog - ‘Contrast’ and Characters



[h3]WHAT IS ‘CONTRAST’[/h3]
When you hear the word ‘contrast’ you might first think of a setting you adjust on your TV or monitor, however let’s take a look at its broader definition below:-

‘Contrast’ is used to maximize the experience of many varied things, some are obvious but maybe some you haven't considered before:-

  • The colors used in a painting
  • The flavors present in your favorite meal (‘sweet and sour’ is a famous dish of contrasts)
  • The loud and quiet sections of a piece of music
  • The slower sections of a film compared to its action sequences


Contrast is used in most creative works to generate dynamism. This sounds fancy but basically just means that something doesn’t stay the same throughout, it changes, which makes it more interesting for us as viewers, diners, cinema goers or music fans.


Now, you might wonder where we’re going with all this, but there is another creative endeavor where considering ‘contrast’ is important, and that’s when you design a cast of characters...

[h3]CONTRASTING CHARACTERS[/h3]
If you think about the characters of a memorable TV show, cartoon (Steven Universe is a great example) or even the singers in your favorite pop group. Chances are, you can easily tell the characters apart from each other and they are each distinct and easily recognizable. This is because they contrast with each other.

This contrast can be created by any number of physical or behavioral factors; for example, are they short or tall, are they shy or a loudmouth and so on. You can see an example of the contrasting characters from our debut indie game Röki below:-


It’s these differences that make the characters ‘pop‘ or stand out from each other visually, but also create interesting group dynamics and relationships between them. Do they all get on? Do some characters argue frequently, does anyone have a love/hate relationship with someone else?
For us, creating contrast in the design of a cast of characters is critical, and after all, if we were all the same life would be pretty boring!

[h3]THE CREATION OF MYTHRECKED’S CAST[/h3]
Of course, this challenge was at the forefront of our minds when we began to work the cast of Greek Gods for our upcoming indie game Mythwrecked, which stars the long-lost Greek Gods. The Mythwrecked cast is very much our own playful take on what the Greek pantheon would be like if they lived in today’s world. As you can see from the sketch below, even at a very early stage we considered them as a cast, rather than individuals.


In developing the designs of our characters as an ensemble, we can easily see when their designs (AND their personalities) become too similar to each other and push them in another direction to create the contrast we want. This would be much harder to gauge and orchestrate if we were creating the designs for each god in insolation.

In addition to this, ‘Family’ (and dysfunctional ones at that) is a central theme of the game, so we wanted to make sure we were thinking of them as a collective from as early a stage as possible.


This consideration also extends to the storylines you’ll be exploring as you get to know each islander. Even though these are the Gods of Ancient Greece we wanted to explore a number of themes relevant to today’s players in their lives. It’s important that these storylines….you guessed it CONTRAST to each other. We really like the idea of using the Greek Gods as a lens to playfully explore modern issues, like men’s mental health, working too hard, egomaniacs, ostrich-ing and a whole lot more.


Hopefully this gives you a good insight into the importance of contrast and how we consider, foster and nurture it to create a vibrant and dynamic cast and story.


[h3]FOLLOW THE ADVENTURE[/h3]
That’s all for now, but don’t forget you can keep up to date on Mythwrecked: Ambrosia Island by following our Twitter, joining our Discord or subscribing to the Polygon Treehouse Newsletter.

Until next time,
Alex & Team

Dev Blog - Items, Emotions and Story



[h3]VIDEO GAME ITEMS 101[/h3]
Hi everyone and welcome to today’s dev blog. Today we’re going to be talking about video game items. You can collect loads of varied items in games, things like keys, coins, health packs and even ocarinas. Classic adventure games (like the much-loved games of my childhood; Monkey Island, Grim Fandango and Day of the Tentacle) are centered around more item-based puzzle gameplay. In these games you have to find and use the correct item (or combination of items) to solve a puzzle. These games have a rich history of having more esoteric and even downright bizarre items populating their worlds. Curiosities like a rubber chicken, breath mints, spit encrusted paper and even a balloon sculpture with the likeness of Robert Frost!



These items can be a lot of fun to collect and it can be fun to figure out what they should be used for. It’s safe to say that they've been delighting and bamboozling players for decades. There is however a different aspect to items in video games that we explore in our games, and that’s their ability to impart emotion and to tell a story.

[h3]ITEM IMPRINTING[/h3]
If you forget about video games for a moment (difficult I know) and think about some of your favorite real-world items or possessions. It might be a souvenir that conjures memories of a special holiday, a mug that you’ve drank from for good luck every day since your sixteenth birthday or a treasured gift from someone close to you that reminds you of them.

As you can probably tell, these items have a meaning and emotional weight imbued in them that far outweighs their intended use. Sure, I could use a different mug for my morning coffee but that cup and I have been through soooooo much together and it’s loaded with all those memories, feelings and emotions. The mug itself is worthless, it’s junk, but to me it’s one of my most treasured possessions.



If you haven’t already guessed where I’m going with this then I’ll lay it out plain; Items can conjure emotions and tell stories in video games.

[h3]TELLING STORIES WITH ITEMS[/h3]
In our debut game Röki we wanted to explore not just item-based puzzle gameplay, but also whether we could also use these items to help tell an emotionally impactful story. The item is not just used to unlock the path forward for the player but also to make them feel something. We’re really big believers in telling a story via gameplay and not with didactic cutscenes. We want the player to have an active role in uncovering the game’s story, not watching it unfold in a passive way as if they were watching a movie.



A good example in Röki (and one that I could easily find a screenshot for!) is the above dream-like section where our hero Tove is trapped in a gigantic well. The items you are carrying can be used to satisfy the monstrous rock hands that block your path but they’re also items Tove remembers from her childhood, as they belonged to her mother who has since passed away.

The player isn’t just using the items to escape the well, they’re also using them to discover more about Tove, her past and the game’s story. These items will make Tove feel something, and that emotion in turn be passed onto the player.

[h3]MEMENTO ITEMS IN MYTHWRECKED[/h3]
In Mythwrecked we take this a step further. In fact, one of the main mechanics in the game is using your Ambrosidex’s radar to track down the God’s lost mementos. So as you explore the game-world you’ll be able to track the signals to their source and hey presto, you’ve discovered a lost memento item!





Not only are these items pleasantly varied and delightfully odd, they also hold the key to unlocking the repressed memories and lost identities of the gods. Once found, the player has to work out which memeto belongs to who, and return them to their correct owner. Once the correct set is delivered the emotional charge will spark the god’s memory. These flashback sequences are key to unraveling the game's story and are all driven BY THE EMOTIONAL WEIGHT OF ITEMS and the meaning they hold for us all.

For us as storytellers, there is real power here.

[h3]FOLLOW THE ADVENTURE[/h3]
That’s all for now, but don’t forget you can keep up to date on Mythwrecked: Ambrosia Island by following our Twitter, joining our Discord or subscribing to the Polygon Treehouse Newsletter.

Until next time,
Alex & Team

Launch Window Announcement!

[h3]LAUNCH WINDOW REVEAL[/h3]

Hi everyone, Alex here! We wanted to give you all an update on Mythwrecked: Ambrosia island and reveal a new launch window of Summer 2024. You’ll be able to embark on a non-violent adventure that invites you to escape to a beautiful Mediterranean island, explore its gorgeous sandy beaches, awe-inspiring ruins, and vibrant vegetation as you uncover its magic and secrets and befriend the gods.

[h3]EXTRA TIME[/h3]

This is later than we’d previously announced, so we wanted to explain why we’d come to that decision.

We put a lot of ourselves into our games, and Mythwrecked is very close to our hearts. We want to make sure the game lives up to its potential, and we put the best possible version of the game into the hands of players

We’ve been thrilled to showcase Mythwrecked at prestigious events like LudoNarraCon and The Future Games Show and the response has been amazing, from both players and press. People are always surprised how tiny the team at Polygon Treehouse is, and by moving the release to next year we can make sure that we put the best possible version of the game into the hands of players, and also enjoy the journey ourselves. We’re stoked to have the support and belief of the awesome folks from Whitethorn Games backing us and can’t wait to show more of the game in the coming months.

[h3]FOLLOW THE ADVENTURE[/h3]

That’s all for now, but don’t forget you can keep up to date on Mythwrecked: Ambrosia Island by following our Twitter, joining our Discord or subscribing to the Polygon Treehouse Newsletter.

Until next time,
Alex & Team

Join the Polygon Treehouse Discord

[h3]THE POLYGON TREEHOUSE DISCORD[/h3]

Alex from Polygon Treehouse here. Many folks use Discord these days to stay in touch and connect with others and we’re no different!

We have our very own Polygon Treehouse Discord server to help us connect with our players, share behind-the-scenes insights, talk about random stuff and much more. We even share concept art there, like the following design for our take on Poseidon…



[h3]INVITATION[/h3]
We wanted to do a quick Steam post to invite you over to hang out with us there, chat to the devs and keep up to date with all the latest Mythwrecked: Ambrosia Island news.

You can join our Discord by using the following invite link!



[h3]FOLLOW THE ADVENTURE[/h3]
That’s all for now, but don’t forget you can keep up to date on Mythwrecked: Ambrosia Island by following our Twitter, joining our Discord or subscribing to the Polygon Treehouse Newsletter.

Until next time,
Alex & Team

Access-Ability Summer Showcase!



[h3]ACCESSIBILITY FEATURES SHOWCASED[/h3]
Hey everyone! We were super excited to take part in the first ever Access-Ability Summer Showcase recently. It's a brand new event to highlight the accessibility settings and features of upcoming games.

One of our mantras at Polygon Treehouse is ‘Adventure for All’, so we’ve been putting a lot of effort into accessibility, building on our experience with Röki to make sure as many folks can enjoy our new game as possible.

Here’s a list of the accessibility features we showcased:-
  • High-contrast text / backgrounds with text presented in a readable sans-serif font by default for greater visual clarity
  • Dark and light mode text display options
  • Several dialogue scrolling options, including dialogue speed settings, no dialogue scrolling, and dialogue auto-play
  • Visual, audio, and haptic feedback to alert players as they solve puzzles and explore
  • Dynamic tracking camera
  • Sprint toggle
  • Full button/key remapping
  • Haptics toggle
  • Non-Dialogue Captions for ambient and environmental sound effects

[h3]WATCH THE SHOWCASE[/h3]
You can watch the Mythwrecked segment (voiced by accessibility guru Britt Dye, who we’ve been collaborating with on the game) here and the full showcase can be enjoyed here.

[h3]FOLLOW THE ADVENTURE[/h3]
That’s all for now, but don’t forget you can keep up to date on Mythwrecked: Ambrosia Island by following our Twitter, joining our Discord or subscribing to the Polygon Treehouse Newsletter.

Until next time,
Alex & Team