Twin Soul

Loving the progress of this.

Devlog #18.
At the moment we’re working on the Prototype-2 level lighting.
Next step would be interactive objects placement and navigation mesh setup.

Done some UI mockups, beginning to create our typeface and icons. While doing this we’re improving design and structure of our website - soon enough you’ll see huge difference.

A while back we’ve found out that we won in the summer Indie Cup contest as “The best game on UE4”. Few days ago we’ve received a most valuable feedback and not less valued prizes. Photo attached.

#Twin_Soul #Twin_Soul_Dev #UE4 #Horror #Gamedev

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Devlog #19.
Just finished working on the visual component of Prototype-2 and ready to demonstrate some screenshots. Now we will proceed with the setup of gameplay part of it. You could assess the result on the Games Gathering conference on 9-10 December in Kiev.

For quite a long time we’ve shown only entirely static scenes with the backed lighting on them (the only exception was the teaser - it was made completely with dynamic lights). In the current case we’re combining a static, dynamic and semi-dynamic lighting to acquire an optimal visual quality, game performance and realistic interactive items display.

Beside all this, we’ve learned how to adjust light probes to illuminate dynamic objects, found out some (new to us) cubemap properties, done lots of experiments with the different level geometry types, deployed multiple lighting scenarios, stepped on the good dozen of rakes and into a couple of technical limitations. Long story short - got acquainted with visual development pipeline quite well.

#Twin_Soul #Twin_Soul_Dev #UE4 #Horror #Gamedev

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Devlog #20.
We’ve started working on the interactive elements of Prototype-2. This build we’ll let players touch some furniture and use a couple of different light sources. Won’t let out too much details not to spoil quests solutions.

Also been making crutches for the mirrors. Most of the time regular player won’t even guess that big real-time dynamic-reflective mirror is almost impossible to implement in-game without proper optimization and a few drops of blood magic. More precisely, possible, but FPS do strive to zero.

Finished most of the AI logic and animation setup. We keep testing and polishing it to the reasonable limits, but some funny bugs still popups.

Started making up White Noise Team business cards design, which we’ll use as a give-away on the conference. Want to make something striking and representing team’s spirit.

#Twin_Soul #Twin_Soul_Dev #UE4 #Horror #Gamedev

Can’t wait for the game. This REALLY looks good. You are the guy who made SH Alchemilla right?

Devlog #21.
We’ve almost finished preparation of the promo-materials. At the moment we’re finalizing the banner design - it will become the background of our stand. Already assembled a press-kit, ordered business cards and exclusive stickers. Beside this, we’ve updated the pitch and the concept documents for the conference.

We’ve decided to return the standard Unreal Dummy into the Prototype-2, for the reason that previous model was too conspicuous against the background of the base content. Right now we’re finishing animations to put them into the build as soon as possible.

All the basic interactive objects of upcoming build are developed. At present they are being debugged and soon will be sent for testing.
Next step would be inventory update and polishing. After this we’ll implement the UI. For all this we have just under 10 days left.

Not a while ago we’ve showed the prototype level blueprint. After this we’ve gathered a lot of references and, taking in a count all the feedback we’ve received, began future game locations creation. For each and every type of monsters we’ll make its own unique memorable place. Beside the house we’ll try to give players the opportunity to walk around more spacious and nevertheless atmospheric courtyards.

#Twin_Soul #Twin_Soul_Dev #UE4 #Horror #Gamedev

Yes we are!

Devlog #22.

Today we would like to announce quite a few updates. Firstly, an alpha gameplay video will be released very soon. We are also making final preparations for Game Gathering conference, where we will be presenting our project on our own stand. Moreover, we are finalizing and printing various promo materials, such as stickers, business cards and a rollup banner.

With most of the preparations for the conference being finished, now we again have time to work on out characters. We totally redesigned the face of one of the characters, next step will be polishing the models of characters’ bodies, so that they are ready for animations that are currently being tested on a default character.

And last for today, we are also redesigning and updating out website. Stay tuned to see photos from Game Gathering conference and new gameplay video.

Congrats on the award man. Still looking amazing.

We’ve returned from Game Gathering Conference 2017, where we were presenting Twin Soul game prototype, and every visitor of the event had chance to play it!

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Game Gathering 2017 took place on December 9th-10th in Kyiv, Ukraine. And we did not just visit the event, we had our own booth (our first one ever!) where we presented Twin Soul for the general public for the first time. This is how the booth looked like before the conference start:

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Our spot got really crowded minutes after the beginning! (Apologies for the quality of pictures)

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The trip was a great experience, we managed to get some valuable insights from some of the game development professionals, met interesting people, and, most importantly, received real feedback from players. Special thanks to the organizing team of the conference – they helped us a lot, they even managed to find us a replacement for a burnt laptop power cable in the middle of the event.

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Surprisingly, the feedback about the game prototype was generally positive. Some guys though were expecting a “more final” version of the game, but after checking out the prototype they were eagerly sharing their expectations from the full game, the plot, some of the game mechanics etc. And good news is that most of the things players would like to see in Twin Soul are already planned for implementation in the demo version that is being developed now.

Prototype video

Year 2018 is going to be a tough year for us here at White Noise Team. We will certainly have to invest a great amount of time and effort to make the demo version become reality. Twin Soul is being made by a small group of enthusiasts, and it seems that right now we are entering one of the most time-consuming parts of the job – making of characters and their animations.
** And we might use some help with it, here’s the list of things to be done:

  • animation-ready topology;
  • rigging;
  • animation itself.**

For those willing to help – it is not required to be a high-level pro, but it is welcomed to learn new things every day, as we all do here at WNT. So if you feel like joining us, these are the handsome dudes you will be working with:

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You can also support us by becoming a patron, or voting for Twin Soul at Indie of the Year Award.
We also receive many offers to help with composing music for our game, unfortunately we are not able to reply to every message and for now we have a composer. If something changes is the future and we will need help with music again we will shout out for help.

Thanks for reading till the very end of this post, looking forward to see your comments and questions in the comments, we’ll be happy to reply!

After a short period of silence from our side we are ready to announce that we have finished the script for the demo-version. All screenplay dialogues were reviewed carefully and got a final approve. Now we are working on a task list for the demo to split it into streams later on.

We are also actively working on our main characters. Body topology was totally rebuilt and now we are starting rigging. Moreover we continue developing 3D content, especially items used in puzzles.

#Twin_Soul](https://www.facebook./hashtag/twin_soul?source=feed_text&story_id=1985959501433441) #Twin_Soul_Dev](https://www.facebook./hashtag/twin_soul_dev?source=feed_text&story_id=1985959501433441) #UE4](https://www.facebook./hashtag/ue4?source=feed_text&story_id=1985959501433441) #Horror](https://www.facebook./hashtag/horror?source=feed_text&story_id=1985959501433441) #Gamedev](https://www.facebook./hashtag/gamedev?source=feed_text&story_id=1985959501433441)

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