OBLITUS

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Josh here again!

I’ve posted my first YouTube behind-the-scenes video, and I’m talking about the Cave Music for Oblitus.

In this video, you get a close look at how the music for Oblitus exists in Reason.

Be expecting to hear a lot more Oblitus tunes over the next few weeks, as I continue to post behind the scenes videos and drafts. I’ll not only be showing these music screen-casts, but I’ll be talking a lot more about the process that goes in to crafting the individual sounds that make the music so… Oblitusy!

A subject I’m really excited to discuss on camera is the interactive music system we are striving to build, and how it will be implemented.

Cheers!

Video

Here’s another draft from Oblitus! This time - from the Cave area.

There is still a lot to be added - there are a few variations that will occur in game as you explore the cave. This is just a snapshot in to what the world of Obltius will sound like. :)

This, and two more drafts, are currently on Josh’s soundcloud. Enjoy!

Photoset

A few pictures of the Cave area as it’s currently coming along. Sorry for the delay in posting to the devlog here—we’re still working on the game, just talking less and working more!

Link

Adult Swim Games is our new publisher, and we’re very happy to be working with them!

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By popular demands, here’s a quick shot of the creature I posted previously at his approximate scale once he’s in the game.

By popular demands, here’s a quick shot of the creature I posted previously at his approximate scale once he’s in the game.

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Since people seemed to really like the walking animation, here’s one of the attack animations for this creature!

Since people seemed to really like the walking animation, here’s one of the attack animations for this creature!

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Here’s a walking gif for one of the creatures you’ll find in the area after the forest.

Here’s a walking gif for one of the creatures you’ll find in the area after the forest.

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Sara did some cool concept art for an area of the game we’ll be starting in April. It will be primarily industrial, with lava, caves, chains, and floating islands.

Sara did some cool concept art for an area of the game we’ll be starting in April. It will be primarily industrial, with lava, caves, chains, and floating islands.

Link

Here is part two of the Dark Souls post on Kill Screen. You can find more of Connor’s answers throughout the post!

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Connor answered a few questions for an article on Kill Screen about RPG games inspired by the Dark Souls genre. There are several other great games in there worth checking out as well, including Ghost Song, a game one of our friends is working on!