1. Anathema
  2. News

Anathema News

October 2019 Development Update

Happy October!

We don't have as much this time around to share with you as we did last month, but this time around we will show you some audio/visual goodies!


In last month's update we shared images of the work-in-progress for the newest level we've been developing - The Ossuary. In this video, we share a brief look of this level in motion, including one of three mini bosses you will encounter. The player can progress through this level's three routes in any order they choose, but must defeat all guardians before they are allowed passage into the next area - the Vampyr Den. Feast your eyes and let us know your thoughts!

[previewyoutube][/previewyoutube]


To change things up this month a little bit, our resident composer has whipped up a special remix just for you. For those that have played the demo, you will be familiar with the tune this remix is an arrangement of - Gravekeeper's Hollow. When thinking of games' stage 1 music, it's important to hook the player with a catchy, hummable melody that (hopefully) can get stuck in your head. When Anathema releases, we definitely want to have a bundle that includes the OST for the game. Whether or not it includes remixed versions of tunes from the game is up in the air as of now, but companion pieces are always great to have. Let us know what you think.

[previewyoutube][/previewyoutube]


Quite a lot of progress has been made since the last update. We've begun adding a new area that precedes the graveyard area of the first stage which will serve as the "tutorial area." The video tutorials in the demo area merely placeholder just so the player has a basic understanding of the core fundamentals of gameplay. Don't worry, we won't hold your hand, but it's important to know the basics so players can get the most out of the game. Here is a very early look at how it is shaping up aesthetically.

There will be more to show in future updates. We will post them here but you can also follow us on Twitter at twitter.com/esperware to be notified as we post.

We hope everyone has a fun and spooky rest of your October, and Happy Halloween!

September 2019 Development Update

Happy September!

It has been an excruciatingly long time since our last update, but I assure you we have been hard at work! In this update we will go over the latest information about the status of development, showcase a brand new player sprite, new HUD and latest level!

There is a LOT to share below so let's get started!



We would like to start by unveiling the re-design of the sprite for Aurora Delacroix. When development of Anathema began in October 2014 we began using pre-made, royalty free assets available on the web to make pre-rendered sprites. As development has progressed we became disenchanted with the design currently in the demo. We knew that it was important to give Aurora some original flair of our own design.

Around May 2018 we reached out to our friend, Craig Daversa with Pyroklastic Games who has a great game that can be found here, that has worked with us on prior artistic portions of Anathema and gave him a rough design sketch of what we wanted to do with Aurora's design. Craig began modeling the new design for us and we were off to the races. After many collective man-hours modeling, rigging, weight mapping, texturing and animating, we give you the new design of Aurora Delacroix. Many thanks to Craig for this as we could not have pulled this off without him.

For good measure, here is a comparison of how Aurora's design has evolved throughout the years. As you can see, the design has changed almost entirely since the original concept in 2014, but some design elements were developed into the 2015 revision and maintained into the final design.



We have also redesigned the boss that challenged quite a few players we saw on YouTube Let's Play videos - Aeron, the First Vampyr. The original design was something that just no longer fit the vision for the game, so it needed to be updated as well! Gone is the silly purple/red hair color and odd body-wrap she once wore. This look is much more streamlined and in-line with the character's story.






A proper development would be incomplete without a look at a brand new level you've not seen. There were a few glimpses of upcoming levels at the end of the demo, but this is the first time we've publicly showcased this new level we've been hard at work making.

This is the Ossuary - the level you will find yourself in immediately after the confrontation with Aeron as seen in the demo. When developing ideas for levels, we would always try to come up with elements that would help set it apart from prior levels. The graveyard is basically the training ground that lets players become accustomed to the game's mechanics. The forest begins to test those skills with some tight platforming in the treetops. The swamp slows the player down with jumping between vines and the log ride. What sets the Ossuary apart is it is a non-linear level, unlike the prior three stages.



Anathema is quite often mislabeled as a metroidvania because it is assumed since it has visual elements similar to Castlevania, it must be a metroidvania. In order to be such a game, it would have to be designed for the player to obtain new abilities to access areas they previously could not. Anathema is nothing like this - it is a classic style platformer that plays more like the NES and SNES Castlevania, Ghosts 'n Goblins, MegaMan and Ninja Gaiden games. There are no mechanics that require you to backtrack to access previously inaccessible areas. Players can return to previously completed levels to obtain powerups they previously missed if they wish, similar to Mega Man X, but it is not required for the progression of the game. However, in the Ossuary, players are free to take any of the multiple routes they wish in any order, but they must all be completed before the player can progress to the next area. Each route has a switch that will unlock the exit, guarded by a powerful Vampyr Elder. Throughout the Ossuary are new enemies the player has not previously encountered that we hope will challenge and keep the player's heart rate up. The Weeping Angel can be especially surprising...






As you can see in the above screenshots, the player HUD has been completely redesigned as well. We gained some great feedback from the demo release and used that to make the HUD more intuitive and simplified. The HUD now maps the corresponding buttons the player designates in the controller setup to the corresponding mechanic.

The bottom box with the deathbringer will only be visible once the player obtains their first deathbringer powerup. As the player amasses more in their inventory they will be able to switch between them on the fly in-game. Deathbringers will still operate on a cool-down mechanic like in the current demo which was changed from the original release that consumed souls that were shared with subweapons.




As we move into the five year anniversary when development began, it goes without saying that this game is taking quite a while to make. There are three main people working on this game consistently in our spare time outside of our day jobs and family lives. Game development is difficult and elongated, but it's fun and rewarding as well. We ask that you please be patient with us as we continue to hammer away at the game. We're making great progress and have even set an internal goal for a release date; but since that is an internal goal and not concrete we can't share that now. We don't want to make promises we can't keep (sometimes consistent development updates are hard enough to keep up with), but rest assured once we know a solid release window we're going to share it!

Currently we're dividing into different tasks to cover more ground. The voice-over for the script has been recorded and cutscenes are in their pre-visualization stage. There will be a Story Mode as well as an Arcade Mode that skips the story and focuses solely on the gameplay, but the story is quite hefty and was a monumental task in of itself to write, edit and direct the voice over. Just look at the size of the script with standard script formatting...



We appreciate all the feedback and anticipation Anathema is receiving. It's truly humbling and rewarding that people are interested in playing this game that we have devoted the last five years of our spare time making. Sometimes life gets in the way and makes it hard to make the progress we want to make, but in the end we think it will be worth the wait and hope you will too.

We have plans to release an updated demo in the future, but aren't quite certain exactly when that will be. Most of the update work has been completed, but there will be a new area added before where the demo currently starts which will be developed in the coming weeks along with updated cutscenes.

Thanks everyone for your support and engagement. We really do appreciate it and hope you stick with us the rest of the ride!

Demo V1.2 Now Available

Hello all,

A new version of the demo was pushed out today. Following is a list of changes/updates. Let us know if you run into any issues!

  • Fixed bug where cutscene would not play before the final boss fight of the demo.
  • Fixed a control bug where the player could become stuck on the ladder if they attacked while rapidly pressing left or right.
  • Fixed an animation bug where the attack animation froze when attacking immediately as the player dismounts a ladder from the bottom.
  • General bug fixes with the config tool.

May 2018 Update

Hello!

Thank you for joining us for our May 2018 update! Since we have been experiencing tropical weather causing flash flooding, I thought it would be appropriate to go with a water-based theme for this update. Following are images that tie together for one particular level in Anathema.

CONCEPT ART - "The Shipwreck Graveyard"

This is a stage that we knew early on we had to have in Anathema. If you are fearful of deep waters (and what may dwell within them) then this may be one of the creepier areas in the game. A torrential storm rages across this vast ocean, causing violent waves and disturbing its inhabitants. The player must use the floating wreckage of fleets torn apart by the tempest to attempt to make it to the nearest shore for safety. The problem is there are all kinds of monsters of all sizes in the waters waiting for you, including the behemoth Dragon Turtle.

Some of you may recognize this stage from the end credits of the demo. That is an old tech demo of the stage from about two years ago so expect to see some polish when you play the game!





CONCEPT ART - "Mermaid"

It's fascinating how popular culture glorifies beautiful mermaids and tends to forget about how hideous and deadly they can be. I recently watched "Pirates of the Caribbean: On Stranger Tides" again and knew that mermaids were just what the Shipwreck Graveyard was missing. When I first began designing this enemy, I had a debate on what approach to take with its appearance. I could have easily went with the usual monstrous visage similar to the alleged photos that surfaced years ago of a dead mermaid. On the other hand, I didn't want to make them a fully beautiful being as that just simply isn't interesting and threatening in this world. As such, I opted to take the middle path and leave room for belief that the mermaid could, at one point, have been an alluring siren that beguiled passing sailors before Azrael changed so much in this world.

These sirens will leap out of the waters at varying heights and do their best to bring you back into the water with them. They will be especially dangerous in sections where you're on small chunks of debris atop turbulent waves.





CONCEPT ART - "Killer Ray"

I know, not the most creative name, but that's not what's important at this stage of development. ːsteamfacepalmː

Most games opt for things like killer fish, jellyfish, sharks and things of that nature. It's not too often that you see a stingray type of enemy in a game. This simple but incredibly aggressive enemy will leap out of waters to fire a spray of spines from it's tail in varying angles that the player must either destroy or avoid - otherwise, it's into the drink you go!




We have more things to show on this level but don't want to show all our cards just yet. You'll just have to stay tuned for further footage as development progresses for a more in-depth look. ːsteamhappyː

Thank you all for reading, I hope you enjoyed it!

See you in June!

-Matt

April 2018 Update

Hello all,

We're back with another monthly update! Today I'd like to bring you some interesting new developments in the asset creation department.

As some of you know, we've used Daz Studio since the project's inception, as none of us were really artists at heart. Daz provided the best solution for graphics that weren't downright atrocious. We initially wanted to present the game with pixel art, but quality artists were well beyond the scope of our budget. Unfortunately, for the amount of animation we wanted, pixel art would be been incredibly expensive and we simply couldn't afford that out of our own wallets. As a result, the pre-rendered art style was essentially born out of necessity. In the end, we think this is a nice contrast to the current happenings in the indie market as it helps Anathema stand out visually against other titles. Some might say pre-rendered graphics should have died with the 90's, but there are others that look back fondly to games that used this type of art style.

One of the issues with this approach is it relies on a lot of readily made assets that can either be used straight-away, or further customized in various ways such as geometry morphs and new textures. Part of the reason we revamped the entire game in 2015 is because of the implementation of the NVIDIA Iray render engine in Daz that allows for physical based rendering and overall improved quality images.

I've had several ideas in mind that have not been able to be realized because some of the assets necessary simply do not exist for Daz, until now.

Throughout the course of development of Anathema, we have worked here and there with Craig Daversa of Pyroklastic Games for a couple art commissions. It wasn't that long ago that Craig showed me some of his ZBrush sculpts and I immediately had that lightbulb appear above my head. Suddenly, new doorways had been opened to finally realize some of the ideas that were previously impossible. Not only could we finally incorporate completely original assets into Anathema, but work with someone we've had a long-standing relationship with that even created a pixel art Aurora sprite when we were tinkering with that art style years ago. Coincedentally, this could not have come at a better time, as I have been working with Substance Painter to create new textures to help make some of the Daz assets at least a little more original.

What you are about to see is a work in progress as we are currently rigging and applying weight maps to the mesh, so it is in a standard t-pose and isn't exactly all decked out yet.

CONCEPT ART IN MOTION - "The Wendigo"

Those that know me personally know that I am fascinated by the wendigo creature. Originally from Algonquian folklore, the wendigo may appear as a monster with some human features and are typically associated with cannibalism. These creatures have been presented in numerous shapes throughout history, but typically have some common characteristics such as antlers and an emaciated physique.

I recently gathered some reference images and showed them to Craig and asked if he would be willing to create the mesh. The results blew me away and I'm happy to share this work in progress. Here we see the wendigo as it will be in Anathema, which has more of a deer-like head and lower body, with some gnarly extended arms and giant hands.

In Anathema, a particular level will take place in a snowy summit (first shown in the March 2018 update) and the wendigo will be found here during the boss sequence. I will say, the wendigo creature is not the boss itself, but rather, a leadup to the boss of this level. I'm excited to finally see this creature that I've had such a long-standing infatuation with come to life. I can't wait to see players react to this thing running at them.

Below are a couple of gifs inside of Daz using an HDRI map for lighting and PBR textures to showcase this work in progress.



Here are a couple stills for better quality also.



Thank you all for reading. I hope you enjoyed this look behind the scenes at a new enemy and how this will allow for a more fully realized vision of the game working with Craig. Please stop by and check out his game, Survival: The Living Dead Redux. It is quite an addictive game and helped forge our working relationship together. I even did some music for his game.

You can find it here: STLD Redux: Episode 2

See you in May!

-Matt