Hello guys, this is Bebeto, art director for GRAVEN.
Let me take you through the process of creating the visual identity for GRAVEN. For this, I’ll stick mostly with the environments that were seen in the demo.
Overall Look
From the start, the intention was making a spiritual successor to Hexen and Heretic, games that most of us loved and played endlessly (or until it was time to go to school in the morning!). Back in the day, I remember playing Hexen with a couple of friends taking turns, and how we would be amazed by the atmosphere, how sometimes it was fantastic, other times scary as hell. That was something to aim for; to convey the sense (and scale) of a fantastic, brutal, and cruel world within the stylistic boundaries of our retro aesthetics.
The first thing I've settled for was the greenish/brownish color scheme for Cruxfirth, our first location. I felt it enforced the idea of a plague/infection, while also making a statement that this is not going to be the kind of happy colorful fantasy, no sir! As in maps of Old: Hic Sunt Leones (Here be Dragons - figuratively!!).
The grim tone of a place once thriving and now completely decadent was suggested by my early concepts but was brought to life in full by the team, who took the original concept and made it breathe with life, as can be seen in the game’s intro.
Architecture and technology
Since it's a fantasy setting, we could take some liberties with the environments and technology. In the world of GRAVEN, you might face armored warriors, fur-clad barbarians, wizards and weird creatures. Depending on where you are, gothic architecture coexists with medieval castles, swords and maces with fantastic ranged weapons (mostly designed by the bad-ass Arturo Padua). And MAGIC. This allowed us to achieve a lot of variety in terms of environments.
Characters
Sad to say, but in the world of GRAVEN, regular folks are not the healthiest looking fellas. Life is tough and, you know, lots of bad magic goin’ on. So our hero had to be more of an average physically fit person, than a bodybuilding killing machine. Somewhere along the way he started to resemble Chris Holden, our Lead Level Designer.
Some suggestions by the amazing Chuck Jones, and our hero was ready to be kicked out into the desert.
Enemies
Given the retro feel of the game, I felt it fitting to look for old school fantasy references and make ’em MORE BAD ASS. I'm talking 80’s Conan, the D&D tv show, Masters of the Universe, Frank Frazetta etc. That's how a character such as the Dihedral Cleric came to be.
As with the environments, I was able to mix different styles both realistic and fantastic. Real World weirdness also played a part, as in the Mire Reaver Sword.
(Yes, sawfish swords seem to have been a thing!)
Overall, my aim was to find balance between something fresh looking but also something you might recognize in the back of your head.
So that's it for the moment. I hope you have enjoyed this small glimpse at the thought process going on behind the art direction of GRAVEN. At the stage we’re at, we’re still coming up with a lot of cool stuff, so hopefully, in time we’ll meet again in the not so safe but fantastic world of GRAVEN.
Happy Holidays to all of you! And in case you haven’t done already, don’t forget to add GRAVEN to your Steam Wishlist!
The Wake: Mourning Father, Mourning Mother - IndieSomi
The Wake 1.1 version has been released. We tried to apply the improvement requirements you have been talking about as much as possible. I hope that you can play a little more comfortably.
Added notification that appears when a new item is added
Correction of confusing alphabet (P, V) design
Added a notification that appears when the alphabet is reversed
Keep in mind that this patch is still only available on the test branch, so you'll need to opt-in to play it for now. If all goes well, I'll move it to the main branch soon.
- ADD: Players will now start the game with a set of 9 basic decorations. These will be added to your existing save files automatically. - ADD: You can find a few new decorations with some interesting functionality in random loot. - ADD: All 9 Pandemonium trait materials have unique icons now. - ADD: Ultimate Spells all have unique sound effects - previously, 6 of them were placeholders. - CHANGE: Ghouls, Maniacs, Mites, Occultists, Priests, Storms, Vulpes, Wyverns, and Yetis have new battle art. - CHANGE: "Black Hole Halo" trait now afflicts Scorn instead of Bomb, since there was already a trait that did the exact same thing. - CHANGE: Specialization projects are no longer repeatable. They were repeatable for the last couple days as a workaround for a bug that appeared for a few people. - CHANGE: "Icewolf Bite" spell damage reduced from large to moderate, but the target now takes this damage twice. - FIX: "One For All" trait gave all the gems to the caster rather than its allies. - FIX: Modifying a Spell Gem didn't update the number of charges displayed in the UI. - FIX: "Burn Their Corpses" perk didn't work. - FIX: Realm property that prevented resurrection didn't work. - FIX: "Lingering Essence" trait didn't work. - FIX: "Kindle the Flame" perk didn't work with all burn spells. - FIX: "Immolation" perk didn't work with all burn spells. - FIX: Inconsistencies related to damage with the "Protected" nemesis affix. - FIX: Crash related to the "Primal Vengeance" perk. - FIX: Loading screen was a strange size. - FIX: Audio issue in battle that prevented some sound effects from working. - FIX: Some Astrologer perks didn't work correctly.
Do you have what it takes to survive in the reef? Remember if you start small don't think too big. As you'll always be in sight of those who are waiting for you to make the wrong move. Keep up your endurance and distance form others. Find crevices, yet be aware of eels, to protect your offspring. Of course unless you're at top of the food chain.
Christmas 2020
Likewise last year, everybody gets to open all the gifts. This year an especially cute gift awaits for you.
Other changes and bug fixes
Great white shark got new model and animations
Improved biting animation across all fish
Reduced length of shark bite and wiggle by 50%
Reduced damage dealt by sea urchins
Removed danger/battle music kicking in when getting hit by sea urchin or biting and large dead predator
Decreased time required to digest from 5 to 3.5 seconds
New Baby shark models for Tiger and Mako
New Baby shark model for Hammerhead
New Baby Goliath texture
Fixed multiple bugs related to receiving stars and their upgrades in survival mode
Fixed multiple visual bugs in Coral reef and made some areas nicer
Moved and redistributed spawns in Coral reef so there are less overpopulated areas
Tunas and Parrot fish now get afraid of bigger predators from larger distance
Goliath initial acceleration increased, long lasting speed decreased
We wish you merry Christmas, happy holidays and a best wishes to the upcoming year!
Fixed a bug preventing removal of quest items after turning in a completed quest.
Player
Attack by clicking on the target with the cursor now also rotates the player character. Attack by clicking on a target should now also work for animals and general enemy entities.
Newly discovered locations are now instantly stored. Previously, this was only updated after a few minutes, eventually resulting in lost progress if a player logged out before the update.
New Content
Added a new flight path, connecting Naerocks village to Naerocks Atoll, the games starting zone which will receive more content updates in the weeks ahead.