NetherWorld is a pixel art action narrative experience, and also a dark and decadent land full of filthy creatures.
After being abandoned by his wife, Medoo faces his disgrace going to the nearest bar to drown his sorrows in vodka. What started as a marriage crisis will soon become an unexpected, surreal and twisted journey surrounded by quirky fellow travelers.
Dialogues and relationships between characters will be key for story progression. That’s why all the fights will be against final bosses.
Get along with cokehead mages, prostitutes, mobsters, sociopath kids, old perverts and more to fix the pieces of your broken life, or at least to try it.
~ Deep and surreal story
~ Dark and twisted world
~ Lots of characters and scenarios
~ Epic battles against grotesque bosses
This looks very interesting. I really like the aesthetic and the element of humour in the game. A couple of issues though- some of the scenes look very muddy. I think this could be solved by reducing the fog/mist levels, as they just make everything look blurry rather than misty and sinister. I would also reduce the number of particles you are using as they detract from the scene- it makes it a little hard to work out what you are supposed to be focussing on!
Your page has quite a few spelling errors too. It’s not a massive deal but I your pitch would come across as more professional if it’s fixed. Finally I wouldn’t say ‘Sexual and drugs references.’ and ‘Bad lenguage and cartoon violence.’ are really features of the game, maybe mention them elsewhere or further down in the list.
Otherwise it looks great and I wish you every success!
Thank you very much for your comment, I think the particles spoil the H264 video codec, everything inside the game looks much sharper, anyway I’ll keep this in mind, maybe it’s better to remove a few thousand particles. about the web, you are completely right, that I have to modify it.
When I posted the following tweet, many of you asked me how I manage to draw the arm of our character in real time. It is much simpler than it seems.
The process is pretty simple, we calculate distances between the possible positions of our next pixel with the end point, the pixel that has the best distance to the final pixel will be the one chosen to be drawn. (this is very optimizable, for example, if the target pixel is in a lower position than our current pixel, we can directly discard the higher positions)
Possible position of the next pixel Position of the next pixel Segment
In an iterative task, our origin pixel is now the pixel already drawn, until the distance of the next pixel to be drawn is greater than the distance of the current pixel with the destination.
Not optimized version.
Optimized version.
Real-time Example
This process has to be repeated every frame.
We have almost all the work done, to have the complete arm we just have to position the elbow, this elbow will be the end of the first segment and the beginning of the second segment, which will move based on the position of the initial point of the first segment and the end point of the second segment.
Real-time Example
Ready, we have our fully functional arm , let’s see it in action.
I hope you liked it.
I take this opportunity to say we are about to launch our Kickstarter(probably when you read this has already been released) for more information you can enter our Website or follow us on Twitter, thanks for reading this article!
We’ve been working hard this week on a Windows and Linux demo (you’ll play it soon!), but there’s more: Isabel, NetherWorld’s awesome pixel art artist, is working on a new COOL scenario!
It’s not finished yet, but at first sight you can feel the loneliness and frigidity of the place. Wait… What’s that wall for? (It’s been you, Trump? Jon Snow?) Our quirky protagonist will live tough situations there… The shadows of his past will come back, and he’ll discover NetherWorld ones too. We’ll see the consequences of a forgotten war, and get a f*cking flu. Seems that NetherWorld’s plot becomes a little more dark and sinister as we get into these cold lands… Brace yourselves, ladies and gentlemen.
It’s been 2 months since NetherWorld Kickstarter campaign finished. During this time we’ve been working without rest on the project (especially the demo), improving several art&code aspects and rounding off the story to offer you a perfect summary of what NetherWorld final game is gonna be. We’re both nervous and excited to know your demo reactions and feedback!
We wanted to post a NetherWorld progress devblog every month… Okay, we didn’t, but here’s our April-May devlog!
Summer is coming… What about enjoying some refreshing stuff to beat the heat?
NetherWorld has experimented great progression since last time we posted an update. However, first of all…
During these months we realized we didn’t explain how NetherWorld gameplay structure will be like. Let’s do it now!