1. chest
  2. News
  3. Who wouldn't want to make a 3D game? (FAQ)

Who wouldn't want to make a 3D game? (FAQ)

“Many” ,
To be precise, most 3D software use three colors to represent the XYZ axes, and these three colors are RGB. These colors constitute the three colors used to render the virtual world; and their corresponding XYZ axes form the basic coordinates of the three-dimensional world, which together make up the virtual world we are familiar with. And you, my friend in front of the screen, will always have a moment on the timeline of your life, and at that moment, you will marvel at the virtual world because of some visual wonders.

Of course, as the one writing this text, I'm no exception. Virtual worlds are captivating, aren't they? Before developing "Cave Fiction," my plan had always been to make a 3D game, such as "Defective Holiday" by KIM LAUGHTON or "Everything" by David OReilly. These games may seem simple but are very "effective." I believe simplicity and "effectiveness" are the essence of indie games. Perhaps this statement is somewhat biased, but at least for small teams or individual developers, aiming for simplicity and "effectiveness" should be a highly efficient development goal.

Although 2D games are the most fitting form for the standard of simplicity and "effectiveness," people always "dream," and I have put my dreams into practice. Therefore, in "Chest," you can also dream. Dreams are one of the themes of my two games. Although in "Cave Fiction," dreams may be "excessively surreal" or "ridiculous to the point of even being repulsive," in "Chest," dreams no longer repel people. Dreams become layered and intricate, much like the movie "Inception," where players can explore dreams within dreams.


Perhaps many of you have already noticed from the game images that "Chest" has a distinct "core" flavor. In the early stages of developing "Chest," I wanted to create a warm "core" roaming experience. Therefore, I researched many "core-flavored" images. However, by the time it was implemented, I no longer wanted to create a purely "core" roaming game. When I was modeling, I began to think: the scene model needs to be faithful to the "core" flavor, but also needs to have a personal touch (to be precise, GOOODMON's style). As you can see, the game retains the "core" flavor while also incorporating stylized elements.

Although I was once very concerned that adding too much stylized elements might result in a lack of "core style" and fail to attract "core" enthusiasts, but in fact, I may have worried too much.

Now, let me briefly explain the personal touch. Firstly, the main "core" space in the game is a continuous space (map); it consists of several parts, namely: the mall, the aquarium, the church, the time hotel, the corridor, the gallery, the pool, the fake square, and the cinema. Each space has its own intention and links to the map of the next dream layer. Players can unlock dream spaces to open up the connection between each second-layer dream and the above-mentioned spaces. Additionally, all dream spaces are tied together by a short story, so "Chest" is essentially a narrative game, just like my previous game.

Of course, if you don't enjoy the narrative, you can simply indulge in the "poolcore"&“backroom” space. Everyone has their own way of experiencing the game, and players are not forced to participate in the narrative part. At the same time, the game also contains some content related to "Cave Fable," including characters revealed in the promotional video (such as Shati, one of the main characters of "Cave Fable"), as well as some mysterious Easter eggs.

That's all that is currently publicly available for "Chest."
---------------------------------------
btw

I am honored to announce to everyone that the Japanese BETA version and English testing version of "Cave Fiction" are now available.





-------------------------------------------