
Fuaim, new game

I made a new game, yay. I finished this just at the end of the year in 2012 and with my website spruced up a bit I'm posting it to the internets.
Check out the page here and download.
I forgot how long a history Fuaim has had and how many times it was dropped to be picked up again. The germ of the idea started when I attended TigJam UK for the first in August 2011. I saw the below comic and wanted to recreate that effect, my mind reeled with all the cool ramifications, but I had no idea how to do it. Half a year later in April working on a Computer Graphics project for my Master's I decided to pursue this effect and over the next two months I created the first prototype in DX10 with procedural levels.
In June I wanted to start working on a new side project so I chose between two prototypes I had, 'a Sea of Roots', and the more straightforward 'Fuaim' (in that I could easily see how it would work). I chipped away at it in my spare time over the next two months, with Emily Green on art duties, and by the end of August had created the level that's by and large in it now. I was rather unhappy with it in the end though, it lacked a little magic, and after watching a number of people play I could see where I can take it that would be better.
That said while I still haven't got around to this version, I returned to what I had already created briefly in December and turned a few knobs that brought it to life. I added a small bit of juicy, made a much cooler camera, tweaked all the graphics and did the post-processing. I then decided to finish it as a little prequel* to see how people at large respond, so over the following weeks I fixed bugs and fleshed out the narrative. This all resulted in Fuaim. For the curious of mind here's a playlist I had while making it:
*'Torann', if people are interested, could be the sequel I make some time.

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