Scarf: Walking with Souls

Hey!
Well, sorry for that, we’ve been really busy and updates have been kind of delayed.
We’re working on a trailer and we want to make updates of our steps while making it, but we’ve had some issues and everything will have to wait.

We can say that the demo progress has been great, we redesigned part of the map again with the fair’s feedback, to help in some things.
We’ll talk about that soon.

Here’s a video testing lights and wind. (You can see the map updates aswell, but not much of it.)

Thanks for writing ! :slight_smile:

Hi!
We’re back from holidays!
Sorry for not having written for so long. After Gamelab we made a sprint in order to polish the demo and after that we really needed some time off.
We’re back on track now and we’re working on the trailer.

First of all we want to tell some things about the final results of the demo.
We found out, with some testing, that we needed to make some improvements for everyone to understand how they should play the demo. I’ll explain.
At the beginning we have an open map, you’ll need to go to three different areas in order to complete the demo and we thought at the time that with the visual information we provided it was done. Not even close.
The terrain was too big, and many people get lost while playing. So we redesign the map…again.
We manage to make things more clear by:

  • making the first test impossible to not see it, as a tutorial for the two other areas. You stumble upon that at the beginning, so it’s crystal clear now.

  • reducing the map, but more important, closing the map with a big lake which prevents everyone to get lost in the scenario. Now you have only two paths, one for each area of interest.

  • amplifying the visual help, with some level design and the use of color. We use the red color in the game as a sign for the things you have to do and the places you are supposed to go to. As you can see in the next picture, the red color is showing the player where to go, and what is the path (red flowers on the ground).

So back to the trailer. We’re working on it and we will show it soon. We are trying some effects like this for the beginning:

Hope you like it!

Glad you guys are back! The new footage looks great, and the scarf looks a lot better now! Looking forward to the upcoming trailer :slight_smile:

Gorgeous project, keep up the nice work and muchas gracias ! :wink:

I Really like the aesthetics of the game, It’s got this “simple beauty” to it.

Thank you!

Muchas gracias a ti! :wink:
Thank you for the kind words.

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Well, after a lot of work we have finally finished our trailer!
We ended up mixing the sequencer tool with screen recording (shadow play). We had some issues during the process with sequencer so we decided to do it that way.
[For the audio, as we use FMOD, in the sequencer takes we had to record the sound with the Profiler tool (we don’t know why but right now sequencer and Fmod don’t get along very well).]

Hope you guys like it!

The game looks great! Kind of reminds me of Grow home and The Journey. I especially like the concept art!

Exactly, the low-poly’s side in addition with the bright colors of the landscape give a great impression. Really good job.

Cool, amazing as project goes smooth !

Hi everyone!
It’s been a while since the last update and we’re sorry about it. It’s been impossible for us to update as we’ve been non stop.
Thank you for the comments though! We’re glad for the positive reaction!

We wanted to make an update before, but it’s been impossible until now. :frowning: So here it goes.

We went to Game Connection Paris (last days of October) in order to meet some publishers and start conversations with them, as it’s impossible for us to keep developing Scarf without financial support. We’ll see where this leads us.
If someone has any doubt about the functioning of Game Connection, please ask!

It’s been chaotic ever since, we have been working in documentation, more documentation, concept and design.
We want to share some of that work.

As we explained in the first post, in Scarf you will have to play through three different levels. At the end of each level Hyke will reach (along with other souls) what we’ve called (pending of improving) the Emblematic Places.
Once there, the souls, in a ritual, try to transform and meld with the nature.


This is the Emblematic Place of the Meadow.


The desert is formed by independent floating islands. Most of them will be small though in some you will find caves. This is the last one, the Emblematic Place of the Desert.

We’ve been also prototyping some of the abilities of the scarf.
This one is the hook:


As you can see in the video, down here, we are testing two different kind of hooks, one like a liana, the other one for reaching the exact point.

We hope you enjoy this update!

Hey, the desert design is very interesting, can’t wait to see it in 3D :slight_smile:

The new hook prototyping is already seen in some games but indeed, i think it is very valuable here, really cool!

I played scarf a few days ago and was very impressed how much the game improved over all this time!
All i can say is well done! The visuals and the controlls are fantastic…i had so much fun in my first playthrough!
In my freetime im prototyping different game ideas and your water effect really left me with the question, how did you make this?
With water effect i mean, when you pickup the ball like thing and the water goes to the side.
Is there a chance you point the direction on how you made this?
My ideas would be, some sort of masking or some post process material with custom depth.
Thanks for that awesome game!