We have now submitted CLARK to IndieDB, a platform that supports indie games and allows us to share our development process with the community. Let’s see whether their admins accept our stuff. The platform is also great for discovering other cool indie projects. Update: Great, we are in. The guys at IndieDB already authorized us. Just have a look >>
A New Perspective
While exploring the gameplay we continously changed the position of our game camera. We noticed that in order to develop complex spacial puzzles we needed the player to see as much of his surroundings at a glance as possible. That’s why we dumped the more immersive third-person perspective close to Clark’s “shoulder” for an more or less isometric overview. We
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Don’t Lose Control
During our last testing session we got lots of comments concerning controls: A touch screen will never really live up to a good old GameBoy. Still we developed a control concept using virtual buttons instead of touch gestures or single touches into the game world. Most of our testers understood this concept intuitively but as this topic is so crucial
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Soundscape Creation
To expain how the audio in CLARK is produced let me point out two opposite terms that we used in our discussions to determine what the game should sound like. pure data – it’s fun, but it doesn’t look like it! (if it does to you, send us an email!) generative vs. pre-recorded? We didn’t want to have just
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The Third Wheel
To complete our little round of introductions: I’m Felix, the Graphics-Guy, good morning! Edu, Matthias and I founded Golden Tricycle last October. We studied architecture together, gave seminars at university and know each other particulary well from countless overtired hours of this-rendering-needs-to-be-done-by-tomorrow-morning-3d-visualisation-jobs. I am primarily dealing with the development of CLARK’s visual style, so I’ll be sharing information on the
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