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Anathema News

March 2018 Update

Hello all,

I apologize for the delayed update. I had hoped that there would be more info to share after a slight delay but unfortunately that is not the case - so I will be sharing a lot more concept art and behind the scenes images. We have a developer's meeting this weekend so there should be more juicy tidbits in the next update. In the meantime, here we go!

CONCEPT ART - "The Snowpeak Village"

This level is an important moment in the story of Anathema and is a real turning point in the narrative. This is an early concept art and doesn't reflect all of the ideas we now have for this level. The plans for this level are to implement a heavily vertical element - think the Waterfalls stage in Contra, but with horizontal elements also. As you progress through the level you will encounter windmills that introduce some new elements to the platforming. The player will be faced against strong gusts of wind that shift directions, either helping the player move faster and jump farther, or slowing their speed and shortening their jumps. Elevators will also be a major player in this level. We're really excited about the climax of this level as it will tremendously shake things up and introduce a really cool mechanic to the boss fight - we hope you will think the same thing when you play it.





CONCEPT ART - "Pyromancer"

This enemy will be found in the earlier part of the game and is actually a concept art that I revised this week from an earlier version. The Pyromancer is planned to be an intermediate enemy that gives the player a run for their money with a variety of attacks and is just a handful of AI-IQ away from a miniboss. She may not be a miniboss, but players should still feel the burn. Heh. Bad pun? ...okay




LEVEL DESIGN CONCEPT - "The Forest"

Something that I thought some of you may find interesting is the part where a level is actually designed, or "blocked out" as we refer to it internally. Here is a preliminary sketch that "blocks out" the progression of Stage 2 - "The Forest". Since this is mostly for the people interested in the level design part, this is all made in Clip Studio Paint EX, formerly known as Manga Studio by Smith Micro Software. (I really love the workflow with my Surface Pro.)

If you've played the demo, you will see there are some slight differences between the concept and the demo version. The first noticeable difference is there are no spikes in the first couple of pits, as we decided we wanted this to be more of how the player learns the patterns of the Dryads since they can be really difficult in the treetops, and the second pit is for a hidden subweapon.

The rest is mostly the same, except there is no longer a bridge after the second elevator, which is now replaced with the ruins area that also marks the checkpoint in the demo. The bridge was just simply too flat and wasn't interesting at all. The third and fourth elevators were removed entirely and replaced with more treetop jumping. This area is a loving little nod to Eruga's Forest in the NES version of Rygar. (Amazing game btw, one of my personal favorites by Tecmo.)

Lastly, the final piece of the layout was changed a bit and it leads to the boss of this area. All in all, the blueprint was followed pretty closely, but as you actually implement the concept to gameplay, some things just feel like they need a change.

Click to Enlarge



ORIGINAL MOCKUP TO GAME VERSION - "The Graveyard"

As some of you know, this project has went through a ton of changes since its original conception in October 2014. We've learned a lot of new tricks along the way and keep finding ways to improve as we go along - which is great, but unfortunately, it slows down the development process. Luckily we're not on a strict deadline so we can make this game the best we possibly can with the resources available to us.

This image is what basically started it all. We had a few character concept arts, a few ideas and a general vision for the narrative. Some of the best games out there tend to start in a Graveyard (Ghosts 'n Goblins anyone?) so that was the initial vision here. Here is the initial concept from the first version of Anathema all the way to what it is today.

Original Mockup (Not In-Game)


In-Game Screenshot from First Version of Anathema


Concept Render for Revamp After Being Greenlit (This was also due to the new availability of the NVidia iRay Render Engine)


Revamp Mockup (Not In-Game)


In-Game Screenshot from Current Version of Anathema



As you can see, this has came a very long way over the course of development. We feel that as time goes on, we do make the most of the time we're dedicating to development and improving as much as we can along the way. Being just a three-man team (currently, hoping for more soon) it makes things challenging to achieve our exact vision so we have to find ways to get it as close as possible within our available resources.

THE FUTURE

As mentioned above we have a developer's meeting this weekend. We will be discussing much in the way of the story, cutscenes and anything else we haven't previously finalized. Concept arts are getting closer and closer to finished and the script is getting close to its finishing point also. At which point we can gather everything and put the final touches on them and have the script editing taken care of so we can get with our cast to knock that out. Having everything planned out like this is going to make the development of the rest of the game much faster. In hindsight, I really wish we had taken this time to plan at first instead of along the way but we were eager to get things going and wanted to dive right in. Lesson learned. They say the main three rules of real-estate is "location, location, location". Well, the three rules of game development are actually "plan, plan, plan".

Thank you all for reading and following. If you would like to help contribute to the project, please share with your friends and help spread the word! We really appreciate you all and hope you stick with us for the rest of the ride!

See you in April!

-Matt

February 2018 Update

Hello all,

As mentioned in the December post, our goal is to bring you regular updates throughout the course of development. Our first update is some general information regarding concept art and a new tool in development for Anathema.


CONCEPT ART - "The Ossuary"

If you're like me, you've played the demo and you're familiar with the first few areas of the game. It's incredibly refreshing to be able to create new areas and concept art. I'm bored of looking at the areas in the demo and am so happy to sink my creative teeth into new areas.

The first new area concept art that I would like to unveil is The Ossuary. This is planned to be the stage immediately following the swamp area and will probably have the most gothic aesthetic in the game. The image speaks for itself, but among the litters of bones will be numerous traps and hazards waiting for the player. While we have made a conscious effort to make Anathema more original and lesser of a Castlevania clone, I can't help but feel the original inspiration will shine through here.



CONCEPT ART - "Revenant Knight"

The first new enemy that I will share isn't anything that far out of left field (I have to save some of the juicy bits for along the way) but gives further insight into The Ossuary.

This Revenant Knight will be a basic enemy of the level, however I have a few ideas for its attack patterns. While a lesser enemy, it will also have a bit more variety and unpredictability to its aggression.



LEVEL EDITOR

During our last team meeting in January, I proposed that we take a little time so that I can create a level editor for Anathema. As some of you know, Anathema is developed in Clickteam Fusion 2.5. The level editor (aka Frame Editor) in the engine can be cumbersome when building a game such as this. CTF is built with rapid prototyping in mind, and the Frame Editor is what I have always used in the past but it leaves me longing for more intuitive controls to rapidly test level design ideas.

Over the last few weeks I've been designing and programming this level editor with the rapid approach in mind. The image you see is far from finished, but already is incredibly powerful. I have drawn a lot of inspiration from Super Mario Maker and its design approaches. The level editor will be entirely mouse-driven so that I can create levels from my Surface Pro 3 using just the pen. I found the aspect of "drawing/painting" a level in Super Mario Maker to be very satisfying.

While creating this tool will slow development down on the front-end, it will greatly speed up the actual creation process in the future. So taking a month or two now to make it will actually save many more months of development time in the future.


THE FUTURE

I have several more enemy concepts completed but have several stage concepts left to create. The Level Editor has taken full priority right now over the concept phase, but I don't expect the level editor to take too much longer to finish.

While I work on the editor Josh and Nic are hammering away at the final script. We had long deliberations about what exactly we wanted to do with the story and characters. We want the story and characters to be memorable so we had to take extra care with much of the plot-points, character interactions and their story arcs.

After the editor is finished I will resume with concept art which will be remaining enemies, bosses, stages, level layouts and everything in between. The goal is to have a mostly 100% blueprint moving forward so that we can just start hammering everything out. We made the unfortunate mistake at the beginning and throughout development by just working as we go. It caused a lot of hiccups, delays and doubt. While we had an approximate idea of what we wanted, it wasn't thorough enough. The steps we're taking now will ensure that development progresses at speedy rate once we finish the current stages.

Thank you all for reading. I will be bringing these updates to you monthly now as I find this will strike the best balance of providing new information as we work on Anathema, while still allowing for time to develop the game. We still have our day jobs so we only get so many hours a day to work on the game but are glad we have the ability and opportunity.

See you in March!

-Matt

February 2018 Update

Hello all,

As mentioned in the December post, our goal is to bring you regular updates throughout the course of development. Our first update is some general information regarding concept art and a new tool in development for Anathema.


CONCEPT ART - "The Ossuary"

If you're like me, you've played the demo and you're familiar with the first few areas of the game. It's incredibly refreshing to be able to create new areas and concept art. I'm bored of looking at the areas in the demo and am so happy to sink my creative teeth into new areas.

The first new area concept art that I would like to unveil is The Ossuary. This is planned to be the stage immediately following the swamp area and will probably have the most gothic aesthetic in the game. The image speaks for itself, but among the litters of bones will be numerous traps and hazards waiting for the player. While we have made a conscious effort to make Anathema more original and lesser of a Castlevania clone, I can't help but feel the original inspiration will shine through here.



CONCEPT ART - "Revenant Knight"

The first new enemy that I will share isn't anything that far out of left field (I have to save some of the juicy bits for along the way) but gives further insight into The Ossuary.

This Revenant Knight will be a basic enemy of the level, however I have a few ideas for its attack patterns. While a lesser enemy, it will also have a bit more variety and unpredictability to its aggression.



LEVEL EDITOR

During our last team meeting in January, I proposed that we take a little time so that I can create a level editor for Anathema. As some of you know, Anathema is developed in Clickteam Fusion 2.5. The level editor (aka Frame Editor) in the engine can be cumbersome when building a game such as this. CTF is built with rapid prototyping in mind, and the Frame Editor is what I have always used in the past but it leaves me longing for more intuitive controls to rapidly test level design ideas.

Over the last few weeks I've been designing and programming this level editor with the rapid approach in mind. The image you see is far from finished, but already is incredibly powerful. I have drawn a lot of inspiration from Super Mario Maker and its design approaches. The level editor will be entirely mouse-driven so that I can create levels from my Surface Pro 3 using just the pen. I found the aspect of "drawing/painting" a level in Super Mario Maker to be very satisfying.

While creating this tool will slow development down on the front-end, it will greatly speed up the actual creation process in the future. So taking a month or two now to make it will actually save many more months of development time in the future.


THE FUTURE

I have several more enemy concepts completed but have several stage concepts left to create. The Level Editor has taken full priority right now over the concept phase, but I don't expect the level editor to take too much longer to finish.

While I work on the editor Josh and Nic are hammering away at the final script. We had long deliberations about what exactly we wanted to do with the story and characters. We want the story and characters to be memorable so we had to take extra care with much of the plot-points, character interactions and their story arcs.

After the editor is finished I will resume with concept art which will be remaining enemies, bosses, stages, level layouts and everything in between. The goal is to have a mostly 100% blueprint moving forward so that we can just start hammering everything out. We made the unfortunate mistake at the beginning and throughout development by just working as we go. It caused a lot of hiccups, delays and doubt. While we had an approximate idea of what we wanted, it wasn't thorough enough. The steps we're taking now will ensure that development progresses at speedy rate once we finish the current stages.

Thank you all for reading. I will be bringing these updates to you monthly now as I find this will strike the best balance of providing new information as we work on Anathema, while still allowing for time to develop the game. We still have our day jobs so we only get so many hours a day to work on the game but are glad we have the ability and opportunity.

See you in March!

-Matt

More Updates Coming Soon

Hello all,

First, I must apologize for the silence. Working on Anathema in our spare time means that we don't usually get to invest as much time on development on a daily basis as we would like. Our goal is to really change this in 2018 and we've spent the last few months really planning the rest of the game out to the most minimal detail. During the course of these meetings and plans, we've refined many of the details of the game on many of its layers and hope to wrap up the planning completely. Up until now, most of the game was planned as we went and drastically slowed development down, in tandem with working within the confines of our means available to us. The goal is to have everything planned out so from there forward it is simply a matter of making it happen.

I will be making it a goal to issue monthly updates in a blog style format to really showcase what we have been working on and to keep you informed about the development. It's tough to make a game - it's even tougher to make a game without a lot of resources or people on the team.

That said, there are some very exciting things in the works and we're looking forward to showing them off in the coming months. Stay tuned!

More Updates Coming Soon

Hello all,

First, I must apologize for the silence. Working on Anathema in our spare time means that we don't usually get to invest as much time on development on a daily basis as we would like. Our goal is to really change this in 2018 and we've spent the last few months really planning the rest of the game out to the most minimal detail. During the course of these meetings and plans, we've refined many of the details of the game on many of its layers and hope to wrap up the planning completely. Up until now, most of the game was planned as we went and drastically slowed development down, in tandem with working within the confines of our means available to us. The goal is to have everything planned out so from there forward it is simply a matter of making it happen.

I will be making it a goal to issue monthly updates in a blog style format to really showcase what we have been working on and to keep you informed about the development. It's tough to make a game - it's even tougher to make a game without a lot of resources or people on the team.

That said, there are some very exciting things in the works and we're looking forward to showing them off in the coming months. Stay tuned!