Twin Soul

Devlog #4.
[HR][/HR]
At the moment we’ve dedicated all our energy on the development of pre-alpha build, which shall come out in a few days for closed testing. Basic level - where players will solve a series of riddles to get out to freedom, - is ready.
In stock: a quest, cozy location, atmospheric music and cute surprise in the hallway.

Wherein we didn’t stop content creation. Bedroom is ready, you can check it out in the new video on our channel. Right now we have a dummy instead of high quality character model, which is in development using photogrammetry data taken last month.

New components of post-soviet structures upcoming. We’ve found several props disproportion bugs in the process and already fixed them.
Basic environmental and ambience sound library is ready, some parts of it would be included in the future build.

After releasing a prototype and gathering feedback from testers, we’ll face another iteration of development planning and task setting, amongst of which: apartment modules creation, dynamic lighting (light switchers + day/night time change), enemies modelling, development of full-fledged artificial intelligence for antagonists.

90603b155c341b75992bbbd5329d775c806f05f2.jpeg

ff66ff54a1d0b520943d6842cb95cc2ad2fa0cc7.jpeg

Ты маньяк)) Очень круто!

Devlog #5.

Pre-alpha build development is nearly finished. At this - debug - stage we’re trying fully test stability, workability and completeness of the game. Soon enough a group of testers will receive working prototype and run it through beforehand made test-cases to give us feedback. We’ll receive information which shall help us to understand player’s logic and behaviour in the given environment. That will provide us a chance to build good gameplay/interest/difficulty balance in advance and also make crucial concept changes as soon as possible if they’ll be needed.

In parallel our artists are rethinking guise of child-monster. Previous concept indeed had some alien similarities, that’s why we’ve decided to collect new references and choose alternative variants of his figure. In addition to that several head types would be created, each one will have traces different congenital deseases.

We are developing new content packs to fill our interiors. Balcony and hallway will be finished soon. You can see some props which will fit game levels right now.

https://pp.userapi./c836535/v836535514/2b48e/HjHffl_zoxo.jpg

https://pp.userapi./c836535/v836535514/2b496/0YmuS2m0Cpg.jpg

https://pp.userapi./c836535/v836535514/2b49f/8dC1yiVtqX8.jpg

https://pp.userapi./c836535/v836535514/2b4a9/ywzH5uKBDBE.jpg

Devlog #6.

We’ve finished prototype and handed it over to testers. Amongst them were our collegues - developers, as well as regular users. We want to express gratitude to everyone who participated testing! We gathered lot of useful data which we’ll use entering new stage of development.

In the prototype players solved several possible puzzles and also met our friend Feodor - you could have noticed him on the screenshots in our social networks earlier before.

Next week we’ll start planing next working quarter. Main tasks are content creation (which haven’t been stopped for a minute) and artificial intelligence development. Primary goal is full-fledged demo by the end of this year. Besides we’ve already reworked outlook of the child-monster and are recreating his model to match concept art at the moment.

Other plans are - making arts of lantern-monster and visiting Unreal Engine developers meetup, which will take place in StPetersburg this saturday.

https://pp.userapi./c837726/v837726514/2f993/9kJ5kvdDUgU.jpg

Devlog #7.

Today we’d like to tell you more about cooperative part of gameplay. As we’ve already said, project is meant for two players only, in other words, all the tasks and puzzles are made to be solved with use of communication and actions coordination of two people, without that you won’t be able to move farther than level entrance.
There will be same riddles as in prototype - searching for the source of signal, attacking monster together with a specific type of weapon, - as well as tasks, there you’ll need to trust your life to your partner.

We are working on the different ideas and planning to add some of them in the demo. Due to the lack of resources and the fact that cooperation of two people is a core-gameplay and most important part of our project, we ain’t developing single-player mode at the moment. It doesn’t mean we totally reject this idea, that’s just a low priority for us.

Other hot news - our backstreet manufactory of content creation isn’t stopping for a moment. We add some screenshots of new meshes.

Check out our site. That’s our new business card there all primary project information, as also feedback form and FAQ are located. We’ll fill it with more actual data eventually.

https://trello-attachments.s3.amazonaws./5731b8cac29a2000e0684891/58a5b528aa5d2b5aff6d0afb/48e4ba6999bddabb0f3c39f77eeb0263/v9h45.jpg

https://trello-attachments.s3.amazonaws./5731b8cac29a2000e0684891/58c16d6ebf533496c41536f1/b31f885b8a9ca0a591a80b6f0970d81a/vbADz.jpg

Devlog #8.

This time we’ll tell you a little about our world and monsters inhabiting it.
It is very important to us to show modern society sore spots through creature’s guise and behavior. You can discern in the child-monster some traits of outcast kids, addicted to fast pleasures which substitute parent’s love, wandering around outdoors and stairwells. We’re going to create a monster which embodies the hypocrisy and sanctimony inherent to some spirituals followers. We’ll try to make not only expressive appearance, but an interesting story for each kind of creatures, which could be found by the most observant players.

The development pace has been lowered for a couple last weeks. The fact that we’re working on the project in our free time takes an affect. Such lull periods are normal states for indie project. All the more so we have long ebullient activity phases after them. And we’ve got pretty serious plans for the next month.
At the moment we’re working on documentation for demo, preparing technical tasks for key features, planning our resources and have already started making up full game script.

We try to do our best to promote and inform about our project as much potential players as possible. Filling our website, seeking for useful contacts, subscribing to gamedev festivals and hoping to get noticed on reddit.

https://pp.userapi./c837532/v837532514/36f2f/MqCt84TyU_U.jpg

I used to live in St Petersburg Russia, your apartment is exactly right and brings back so many memories of my childhood. Will definitively check this one out when released.

Devlog #9.

Today’s super-up-to-date news are very short.
To begin with we’d recommend you to visit our facebook page where you can also get latest info about project development.

Yesterday was that happy day when we had finally ordered our first protagonist model. We’re awaiting for result within a week. Afterwards we’ll be able to pass it further down the conveyor to animate and include it in game. More gossip next time.

I doubt anyone would be interested in the technical details, that’s why just say - game architecture is still being polished.
Next week code base will be complemented with some crucial elements which are needed for artificial intelligence development. We’ll begin to work with and adapting for our needs Unreal’s navigation meshes.
At the moment we’re in the middle of planned refactoring and basic structure revision. You might expect some news about implementing and testing of new features, but there’s still long time to pass before that happen. In fact, we’re working on the framework presently. On it’s base later gameplay mechanics, objects and interfaces will be written. This groundwork is barely seen from outside but is very important for the quality and speed of the project development in general.

Stay in touch and subscribe to our pages not to miss any recent news and additional content!
White Noise Team.

https://puu.sh/vU8Iz/0dfb62c8f1.jpg

https://puu.sh/vU8LR/6733695cd6.jpg

https://puu.sh/vU8Kj/4278c3d002.jpg

https://puu.sh/vU8KT/9300292b03.jpg

Devlog #10.

This sprint is getting closer to its conclusion, and we’ve already done several “tiny” but very important things. And also by a fluke we’ve revealed to you a terrifying secret about us having in our planning system such eerie words as sprint, backlog and Kanban. Yes, we admit that even a small team sometimes needs well organized to-do list.

Before anything we’ve ordered and received (finally) high-poly model - it’ll be our first protagonist. Mesh is well-crafted and frankly we are very happy to get it. Hope, our second hero won’t make us wait for him for long.
But that is only the very beginning of character creation. In the near future we’ll have to make retopology, then carefully texture - adhering to our style and standards, - rig/skin it and produce first set of animations. Additional and face animations we intend to get at later stages, because this task requires very profound and probably financial approach.

We’re finishing another content pack. Soon enough it will be released in Unreal Marketplace. We’ve attached a couple of screenshots, so you can already realize, that this soviet blue lamp is what you’ve so peremptorily craved all these years, and moreover - you can save it in our most secure disassembled safe! Seriously, just think about it.

Among other things we’re actively designing artificial intelligence. Furthermore, we’ve already started its development. By this moment we have gargantuan white cube, that is monstrously-inspiringly scampering around one of the maps. It’s obvious, he has a clear mind, which we’ll cultivate next sprints.

Stay in touch and subscribe to our pages not to miss any recent news and additional content!
White Noise Team.

#Twin_Soul #Horror #UE4 #Twin_Soul_Dev

https://cs7063.userapi./c836722/v836722514/44945/Q-0y-qdwSWQ.jpg

https://cs7063.userapi./c836722/v836722514/4494e/2uuNNibvJXo.jpg

https://cs7063.userapi./c836722/v836722514/44971/6vigU70hhAc.jpg

https://cs7063.userapi./c836722/v836722514/44957/KCKnleHakC0.jpg

https://cs7063.userapi./c836722/v836722514/44960/q5q3xScl48M.jpg

https://cs7063.userapi./c836722/v836722514/44968/YEIb9nTyq3s.jpg

Devlog #11.

Big content pack is ready, among it are sledge, pickles, electric meter. By the way, meter is not just a prop, it’s usable item. We attach the most juiciest screenshots.
Second protagonist model is almost finished. Soon you’ll be able to see it in colour and later in action.
Actively working on the script, with help of improvised brainstorm we’ve made up several plot development paths. Also, we pay close attention to the tempers and story of characters, trying to show heroes through their perception and reaction to the events happening around them.
Overall we’re in a good productive pace right now.
#Twin_Soul #Horror #UE4 #Twin_Soul_Dev


0b024dee5399fc371aee60f02fed278710c20008.jpeg
44bbad6cf4ff694439a4401c6973677a9eff3a8a.jpeg

cd27d15070d5548e4720229e890aa78b7e4019f5.jpeg


98822dd74d68c4b8668d5baaf92cc1aac10382a7.jpeg

Devlog #12.

Today we’ll share some insides.
First to come - new screenshots of our protagonist. You can judge by his fresh colour that he just went through rough retopology. And you’ll be right.
Also he received such important thing for esthetic perception and so difficult to create digitally thing as hair. Now we await for our second hero to become bearded.

Working on technical task for players and monsters animations. In the end we’ll clearly see what animations where to plug, how to blend and append etc. For the time being we’re thinking about morph animating of muscles and tendons.

For this period we’ve already written main abstractions for our artificial intelligence. Laid the foundation of his desires guided by which he would make decisions about his further actions.
Also, we’ve written and rewritten after that to make it three times shorter a basis of our reflection system - a kind of feedback which shall help AI weigh its conclusions better and fit the situation around. This system further development may require an addition to UE4 via plugins some third-party libraries and one more programming language.

Other news - working on the second version of the script, hope to discuss it this sunday. Also, there’s quite amusing picture became to loom in our Trello - we attach exclusive screenshot.

#Twin_Soul #Twin_Soul_Dev #Horror #UE4

https://pp.userapi./c836429/v836429514/6d0f5/8spi23VtyTc.jpg

https://pp.userapi./c836429/v836429514/6d0fd/cyxpfm9LOrs.jpg

https://pp.userapi./c836429/v836429514/6d106/O7QBU1IAH18.jpg

https://pp.userapi./c836429/v836429514/6d110/2KNAumku50w.jpg

https://pp.userapi./c836429/v836429514/6d119/h-_AALq9Ghk.jpg

Devlog #13.

New child-monster’s - coloured and dressed - pics (not final version). As we’ve already said, we drew our inspiration from children with inborn diseases, that we tried to show through monster design.

New objects set to fill out apartments is ready, screenshots attached.
Discussing the script, trying to make up something unusual, but that’s difficult to do.
We’re planning to shot some video-references for our heroes animations on this weekend.

Also, our AI is starting to get a kind of master-mind. We hope, that already next week he’ll stop running around map aimlessly and will do something useful - like finding food in the locker.

#Twin_Soul #Horror #UE4 #Twin_Soul_Dev

https://pp.userapi./c638220/v638220800/4dc12/Tb0Oo4CPZWg.jpg

https://pp.userapi./c638220/v638220800/4dc1c/SIeyLLe2VNI.jpg

https://pp.userapi./c638220/v638220800/4dc25/FVuP7xgxDUU.jpg

https://pp.userapi./c638220/v638220800/4dc2e/H_cAC31NTkw.jpg

I absolutely loved Alchemilla, Twin Souls may be the true successor to the original team silent SH games. I’m definitely buying this game as soon as it comes out. :smiley:

Devlog #14.

Our second hero has grown some hair and a beard. Also he’s decided what he’ll wear in the demo. But for we’ll show just couple WIP pics.

More innumerable screenshots of countless objects to fill into infinite levels.

There’s a good chance that we’ve finally got down with the game setting and basic story line.

Some useless facts:
It’s already been written more than 1300 lines of working main and maintenance code for our AI, more than 2 dozens still empty intelligence elements, and that indeed is a trifle compared with what is due to be written by the end of the year.

#Twin_Soul #Horror #UE4 #Twin_Soul_Dev

https://cs7066.userapi./c638619/v638619886/71337/F_M5XiNzXcE.jpg

https://pp.userapi./c638619/v638619886/71341/3wvpwjxlcgQ.jpg

https://pp.userapi./c638619/v638619886/71309/STB7ZLoXxEk.jpg

https://pp.userapi./c638619/v638619886/71312/J2u-0hrtpBg.jpg

https://pp.userapi./c638619/v638619886/7131c/SrXpC_jri7g.jpg

https://pp.userapi./c638619/v638619886/71325/YvPlvGf6wkc.jpg

https://pp.userapi./c638619/v638619886/7132e/Irgw4rikCgI.jpg

For those who weren’t monitoring our news we remind that Twin Soul is a cooperative indie game being developed by a small team.

First, we’ll demonstrate another content pack created for the project:

http://media.indiedb./images/games/1/56/55555/Store_SovietCorridor_Screenshot_01.png

http://media.indiedb./images/games/1/56/55555/Store_SovietCorridor_Screenshot_02.png

http://media.indiedb./images/games/1/56/55555/Store_Store_SovietCorridor_Screenshot_04.png

http://media.indiedb./images/games/1/56/55555/Store_Store_SovietCorridor_Screenshot_03.png

http://media.indiedb./images/games/1/56/55555/Store_SovietCorridor_Screenshot_06.png

Content development is a very resource-intensive process which requires a lot of time. However we’ve already made most of the models needed for demo. Two more packs await us ahead along with graphics research (realtime mirrors, texture map optimization, dynamic light experiments etc).

[video]- YouTube

[video]- YouTube

Beside the content we’ve done a lot this half a year. Made first gameplay prototype and shot first couple of feet, launched our website twinsoulgame. and finalized game world concept and its rules.
Most valuable is that we’ve developed basic AI system which descendants are going to be enemies and probably a bot as a teammate (for ones who enjoy playing alone).
It was very important to us to create an AI which would not just blindly rush to kill player, but have its own demands as the main motive of its behaviour. AI is exactly the core of our gameplay.

First enemy we’ll demonstrate will be the Child-Monster. It’s primary feature is partial blindness. It shall react to the light source: small one will annoy and even anger it, big one - easily scare away or be a safe spot for players. This enemy is an embodiment of drug addict children, Chernobyl victims and waifs - these problems are up-to-date even in modern world.
Although first monster incarnation wasn’t that good, more alien-like than real child:

http://media.indiedb./images/members/1/390/389701/profile/7B9270CD86FE9BB9C4144F711538EA4.png

That is why we’ve reworked concept:

http://media.indiedb./images/members/1/390/389701/profile/pasted_image_at_2017_03_30_03_55.png

http://media.indiedb./images/members/1/390/389701/profile/childfinal1.jpg

Among other things we got protagonists models finally ready, they’ve made a long way starting with photogrammetry and ending up with retopology and polygonal hair creation. Therefore there’s lots of work to do on texture maps and materials, although that doesn’t interfere with our plans to begin animating main characters soon:

http://media.indiedb./images/members/1/390/389701/profile/7mr4pd_lcCg.jpg

http://media.indiedb./images/members/1/148/147872/profile/screenshot002.png

https://cdnb.artstation./p/assets/images/images/006/938/725/large/dmitriy-masaltsev-screenshot000.jpg?1502394698

http://media.indiedb./images/members/1/148/147872/profile/screenshot003.png

In spite of all forces concentrated on demo creation, which still is quite far from done, we do not forget to work on game-design and plot documents, thinking over mechanics and enemies. As an example, as soon as players shall learn how to confront children’s horde, smartly bypass them or lock them in the corner, they’ll face a new enemy - Lightman:

http://media.indiedb./images/members/1/390/389701/profile/light_man_T-pose.png

This creature isn’t afraid of light at all and even controls it, finds targets with its torch or uses specific projectors to locate children and players. And once safe light will become dangerous:

http://media.indiedb./images/members/1/390/389701/profile/Image_uploaded_from_iOS_5.jpg

http://media.indiedb./images/members/1/390/389701/profile/Pasted_image_at_2017_08_07_06_40.png

http://media.indiedb./images/members/1/390/389701/profile/Image_uploaded_from_iOS_2.jpg

Though game isn’t being developed very fast, our Alchemilla experience proves that we aren’t afraid and don’t leave tough projects. But we have to ask our audience to help with PR. It will take you just a few minutes to share info about us with your friends who love horror games and films - that will be really helpful!

Thanks for your attention, subscribe:

Facebook
Twitter
YouTube
IndieDB

Devlog #15.

Keep shading our heroes - it is very important to us to create most realistic and vivid faces. Work in progress screenshots attached.

We’ve created a game page on Patreon. We aren’t in high hopes of crowdfunding at the moment, nevertheless we consider it reasonable to give anyone who wants to support the project an opportunity to contribute the development. Also it is a good chance to attract a new public.

Writing tasks for AI, which will be combined later to create an illusion of conscious behaviour. There’s still much more laborious work and testing, but it’s worth it.

We’re going to have a mini team-building this weekend, as a part of our team is successfully located in the same city at the moment. Apart from rest we’ll create a couple more photogrammetry references for our protagonists.

#Twin_Soul #Horror #UE4 #Twin_Soul_Dev

https://pp.userapi./c837123/v837123426/48ea8/gLpg17V7FFA.jpg

https://pp.userapi./c837123/v837123426/48eb1/UM5Z1e0FhRI.jpg

https://pp.userapi./c837123/v837123426/48eba/Isa9BHOikJo.jpg

https://pp.userapi./c837123/v837123426/48e81/nu6AyT80zoI.jpg

https://pp.userapi./c837123/v837123426/48e94/TE3AqoANyPU.jpg

https://pp.userapi./c837123/v837123426/48e8b/oa9mVXW611E.jpg

https://pp.userapi./c837123/v837123426/48e9e/Nd8XRvwnQ20.jpg

That is amazing quality and detail. The skin textures are just phenomenal. I love the whole concept. I wish you the best for the project and can’t wait to see more. subbed

Devlog #16.

We’ve almost finished the work on our heroes - you can already check out them in the new video on team’s YouTube channel.

Laid the groundwork for real-time mirrors - they still need some polishing, but that’s just a question of time.

Preparing to develop second prototype, at the moment we’re writing concept-document to be able to allocate responsibilities for the team and begin the level creation.

Our AI is growing smarter, he’d got some memorization skills, so he could return to the places he “liked” the most.

#Twin_Soul #Twin_Soul_Dev #Gamedev #UE4 #Horror

https://pp.userapi./c638721/v638721124/7a185/NB9VStIxP20.jpg

https://pp.userapi./c638721/v638721124/7a18e/PjU3i5SSj6k.jpg

https://pp.userapi./c638721/v638721124/7a197/-UoL6dQsu-0.jpg

Awesome man. The skin is freaking awesome.

Devlog #17.
Right now we’re completely focused on Prototype-2 development. We’ve started level creation with the making of concept document and proper blueprint.
This weekend we are going to form work schedule and begin implementation of features we’d like to test.

Same time we took a first step in the in-game user interface design. Making up icons to mark vital objects, in particular. That’s not as easy as it may seem, considering that it’s very important to balance perfectly between usability and realism.

Our main heroes will face partial remake - right now their models aren’t optimized well enough to be animated efficiently, that’s why we’ll correct the meshes. Such difficulties are quite common in any, especially, young project. It’s not in vain recommended to lay down double efforts and budget for each crucial game feature.
We try to consider such risks and not to let them slow us down.

Also, our participation in the Games Gathering conference (9-10 December in Kiev) is confirmed. If you’re planning to visit it, you can find our stand and play a fresh game build.

#Twin_Soul #Twin_Soul_Dev #UE4 #Horror #Gamedev

https://pp.userapi./c840337/v840337178/a5d1/ZTF2xAePquE.jpg