For those who watched our trailers, you most likely already know that we’re followers of the Souls collection. We’ve lengthy been impressed by their wealthy worldbuilding and strategy to gameplay and needed to create a sport for different followers like us.
We got down to create a difficult expertise set in a 2D world, with fast and responsive-feeling fight that suited the peculiarities of 2D. In the present day, we’d wish to share a bit about how Moonscars got here to be—and among the classes we realized by way of our personal cycle of trial and triumph.
Myths and masters
In Moonscars, you play as Gray Irma, a clay sculpture made within the picture of a fierce girl warrior and delivered to life. Her visible design carried over from a portray Stefan did in 2015 (above), and whereas her character was crafted to suit finest with the story, her look was outlined a very long time in the past.
The creator of all residing statues, The Sculptor, was as soon as an important man. On the time of the occasions within the sport, he nonetheless wields nice energy and is pushed to make the world a greater place in accordance with his imaginative and prescient—but only a few are prepared to simply accept the prices and sacrifices to make it come true.
We preferred the idea of the legendary Cypriot king and sculptor Pygmalion and his ivory statue Galatea, which tells the story of a sculptor who fell in love together with his creation, and needed to think about a world the place this idea is expanded extra—maybe with a darkish twist to it. The central parts of our story and setting are sculpting and molding: a world of clay, bone, and ichor.
Visually, we took inspiration from the Dutch oil portray outdated masters, which led us to create a world utilizing a muted palette of darkish grays, with accents of reds and greens. The darkish palette additionally favored us a bit within the background portray course of, given our small group.
Shaping the sport
We (Stefan and Alex) met working collectively in jobs creating gamified experiences for selling br. For fairly some time we talked about beginning our personal challenge, and so we took a leap of religion, stop our jobs, and set on our personal journey.
With Stefan’s expertise in conventional portray and a newfound ardour for animation, coupled with Alex’s knack for programming and general dexterity, in a short while we created a sneak peek of our new challenge and confirmed it to the general public. It attracted plenty of consideration and optimistic reactions, which gave us a confidence increase. Months later, after we partnered with Humble Video games, we began increasing our group and introduced on Andryi Moroz, our sport designer and story author, Andrei Platon, who additionally shares a ardour for animation, and some shut mates who helped us on a per-task foundation.
And so, the creation of Moonscars was underway.
As we began a brand new studio, we confronted a pair challenges. One was discovering native expertise to finish the group.
We have been additionally brief on previous expertise growing full video games, so we needed to be taught this craft on the fly—and when beginning the challenge, we didn’t take into account how a lot time we’d must get to that stage the place issues began to click on.
We additionally determined we needed easy, hand-drawn animations, and whereas we have been conscious of the time consuming nature of making them, we didn’t account sufficient for the variety of iterations we’d must do. Happily, this improved later within the improvement.
One other factor we didn’t anticipate was how briskly we’d enhance our craft, and the way the issues we did even six months earlier would rapidly begin to look off and we’d need to re-do them . Contemplating we labored for greater than three years, this occurred a few instances within the artwork division.
Early animated sketches, with the instance on the left from 2018
Trying again, it was a little bit too bold for us to begin such a challenge, however we managed to get to the tip with the assistance of our group, Humble Video games, and the neighborhood that fashioned across the sport.
The largest problem was most likely getting every part right into a state that we may name “completed” and truly stopping engaged on it for launch. There’s all the time an urge to work on one thing and alter it, and it simply by no means ends. It’s necessary to know when to cease, and we realized a bit about the right way to acknowledge the best second, in addition to the right way to enhance our pipeline quite a bit for future tasks.
Nearing journey’s finish
The ultimate sport is sort of totally different from the unique concept we had. Andriy got here up with recent and really fascinating mechanics that gamers loved within the demo. We realized throughout improvement that we shouldn’t suppress concepts simply because they contradict with the unique scope, and as a substitute let the challenge evolve, specializing in its strengths and amplifying them, which ultimately turned Moonscars into a greater sport.
We’re grateful to the buddies who helped us by taking part in, giving suggestions, and cheering us alongside the way in which. And as soon as our PC demo we obtained much more worthwhile suggestions, in addition to phrases of encouragement, which gave us an enormous morale increase to maintain going and repeatedly enhance the sport. (We are going to strive doing this a bit earlier with our subsequent challenge, hehe.)
As Moonscars is coming near its launch, we’re feeling each anxious and excited to see the gaming neighborhood’s response. We’re actually trying ahead to you all with the ability to play the sport when it launches on September 27 for PS4, and PS5!