Hello, and welcome back to the third installment of our look at the Brutal Baddies of Sparklite!
Geodia is home to many docile and beautiful animals, however, not all is well in this usually-peaceful land! The power-hungry Baron’s nefarious mining activities have altered and polluted Geodia’s once-majestic Biomes. The animals residing in these areas have been affected too; transforming into mutated and aggressive creatures.
Continued mining is causing Geodia’s landscape to shift, changing its layout with each Fracture and further affecting the creatures. Our hero, Ada, has undertaken a great and difficult cause; put a stop to the Baron, his Titans, and their pollutive mining, and reverse the effects they’ve had on Geodia and its inhabitants.
To aid you, Professor Corwin, Geodia’s foremost expert on Geodian wildlife, was kind enough to catalogue some of the mutated creatures you’ll encounter as you journey through the Biomes in Geodia. Needless to say, this should help you and Ada on your quest!
Can you help Ada save Geodia before it's too late?..
Hello, and welcome back to the second part of our look at the Brutal Baddies of Sparklite!
Geodia is home to many docile and beautiful animals, however, not all is well in this usually-peaceful land! The power-hungry Baron’s nefarious mining activities have altered and polluted Geodia’s once-majestic Biomes. The animals residing in these areas have been affected too; transforming into mutated and aggressive creatures.
Continued mining is causing Geodia’s landscape to shift, changing its layout with each Fracture and further affecting the creatures. Our hero, Ada, has undertaken a great and difficult cause; put a stop to the Baron, his Titans, and their pollutive mining, and reverse the effects they’ve had on Geodia and its inhabitants.
To aid you, Professor Corwin, Geodia’s foremost expert on Geodian wildlife, was kind enough to catalogue some of the mutated creatures you’ll encounter as you journey through the Biomes in Geodia. Needless to say, this should help you and Ada on your quest!
Geodia is home to many docile and beautiful animals, however, not all is well in this usually-peaceful land! The power-hungry Baron’s nefarious mining activities have altered and polluted Geodia’s once-majestic Biomes. The animals residing in these areas have been affected too; transforming into mutated and aggressive creatures.
Continued mining is causing Geodia’s landscape to shift, changing its layout with each Fracture and further affecting the creatures. Our hero, Ada, has undertaken a great and difficult cause; put a stop to the Baron, his Titans, and their pollutive mining, and reverse the effects they’ve had on Geodia and its inhabitants.
To aid you, Professor Corwin, Geodia’s foremost expert on Geodian wildlife, was kind enough to catalogue some of the mutated creatures you’ll encounter as you journey through the Biomes in Geodia. Needless to say, this should help you and Ada on your quest!
It’s Lucas (designer/programmer) here to show off the 4th-wall-breaking Pause Menu. Maybe it’s my background in web development but I love a solid, usable, juicy UI. Our process on this Pause Menu feature could be fun to see and was kind of textbook design and implementation so I thought I’d share a bit about it for all the gamedevs out there.
We were working with an outside programmer-friend and both of our artists on this, so we wanted requirements to be pretty solid to avoid miscommunication between the team. To do that, we created wireframes in Figma, which is mostly a tool for mobile app prototypes and website interface design. But it worked really well at creating a clickable wireframe. I actually even use Figma for some simple game design “paper” prototypes.
In the video above you can see we referenced Hyper Light Drifter for the audio meters. We are big believers in using references to find out how other people have tackled similar problems and understand UI design patterns. So, once we had the wireframes set up in Figma, Rafael did a rough mockup of a style we could use.
Then once we approved it, he filled out and added tweens, and finally, art that our programmer could import and reference when implementing UI tweening.
I’m sure our programmer could talk about all the little hurdles along the way, (including that custom font) but we can save that for another post. We are super happy with how our team worked together to produce this UI and we think it turned out great.
In addition to the Steam version, Sparklite is also coming to console. Available in standard and Signature Edition formats, Sparklite is coming on Nintendo Switch and PlayStation4.
The collector's Signature Edition version includes:
Region free copy of Sparklite
Signature Edition Sleeve and Box
Original CD Soundtrack
Numbered Certificate
Two exclusive enamel pins (featuring Ada and Wingnut)
We finally have a stage for our 🎶spirited band leader 🎶and her beat 🥁buddies but they’re still silent! What should we make these little guys sound like?
This is a set piece for one of the collectibles in the game, beats. There will be beats scattered throughout each zone, so finding them all will be a real challenge. We’re currently working on giving them sounds so thought it would be fun to hear ideas from you all.
Edward and I are kindred spirits with this character, who’s name is Harmony. We were both in marching band through high school (trumpet, trombone) and thought a quirky nod to our roots would be fun in the game. Between that and our other partner Kevin, who does composition and audio, we have a lot of musical roots at RBG.
We channeled The Music Man as a reference for Rafael to sprite, though only kind of after-the-fact, since she’s very archetypal. It was one of those tropey topics where you can describe an idea in detail, not exactly knowing where it’s from. And of course, the character Rafael created had more spirit than we could have hoped for.
One of the more subtle aspects of Sparklite that we wanted to develop is the sense of world-feel - that is, where most objects respond, at least in some fashion, to the player’s interactions. Whether it be a small visual shake, or subtle audio effect, we like how these details make the world of Sparklite feel alive.
Enchae (environment) and Rafael (characters) both contributed amazing art to this scene.
This cave is the exterior entryway to boss encounters, or Digsites, in Sparklite. We spent a lot of time iterating on it to get the look right, but we also found it wasn’t just about how it looked.
Here is the first version we got by @pxlitch. This had the right visual language for materials, but it wasn’t clearly a door to players (it’s an elevator). They walked up to it, but didn’t know what to expect.
One of our programmers, Kevin, did what programmers do best which is tear apart the beautiful art into something that favored function over form. This door had cog key holes, which was a feature we tried but eventually abandoned.
Ultimately, we needed an artist’s touch, and @Gonzo_Indie delivered. And though it was beautiful, we thought it looked too inviting to players. We wanted players to know they are getting into something difficult if they go in.
So we had @Enchae do the 4th and final rework of the set piece!
This woodsman is one of the NPCs you'll encounter on your adventure. He's taken care of the woods for years, but has found himself unable to hold back the gremlins from their lumbering destruction. Enchae (environment) and Rafael (characters) both contributed amazing art to this scene.