The wait is over! (Finally)
Introducing Carnyx Interactive, a BRAND NEW game development studio made up of queer and neurodiverse game and art industry powerhouses. Founded around the goal of amplifying voices hushed by colonialism, our games emphasize the innate worth in every being.
As a studio, we are passionate about making the games we want to play, and driven by the lightning-in-a-bottle feeling of experiencing our favourite games for the first time. We’re very intentional about the stories we tell and choose the genres and gameplay that will best support those stories, rather than the other way around. This allows us a flexibility to creatively explore all ideas and the constant ability to grow our skills, game after game.
The third pillar of Carnyx is mentorship - each of us is coming in with a unique set of experiences and skills, and we strive to create an environment where we both play to our strengths and leave space to mentor and be mentored in return. We grow best when we grow together.
This ethos drives every part of our business - from the stories we choose to tell, to our approach to research, to the way we treat our coworkers - every person is worth the space and time they occupy. To this end, we strive to create and uphold an environment of compassion, where every voice and idea is considered equitably.
We’re very excited to share our journey with you! Stay tuned for our first two project announcements (one launching this year) and check us out at https://www.carnyxinteractive.com/ and https://carnyxint.itch.io/ for more information and dev blogs.
Also! Join our Discord!
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June Update
Breaking the chain of not updating to talk about what I've been working on. As the absence of Poppin & Jupa here can tell, I switched projects back in April, to an older one I worked on for about 8 months in 2022. Main reason was feeling dejected a bit after the animation didn't do as well as I was expecting; been getting the impression that Tiera is more popular than them with folks lol.
Again I won't be cancelling it, or never working on PnJ, just switching focus so I can stay productive and make something that feels fun for me, which this has.
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As a refresher, here's the game I've been picking at:
The game's current design can be broken down into:
intro sequence to introduce Tiera and the setting
initial puzzle + encounter to introduce the main mechanics
large hub in the form of Fragaria Park where you avoid the main threat, collect items, interact with side attractions, and access the 4 side areas
4 side areas, which have their own puzzles/challenges within with a primary goal at the end that progresses you towards the final escape
optional collectibles
Since April I've worked on a part of the large hub, 3 of the 4 side areas, and the optional collectibles.
"Who works on optional stuff before the main game is done" well they play off of the main mechanics but mainly it's an excuse to draw something cute instead of programming.
These are Anna Banana and The Fruit Friends (Also Strawberry), characters from a cartoon show that Tiera likes (Except Strawberry).
They don't play any significant role/impact in the game (Besides Strawberry), but they reveal part of Tiera's interests, they form a small bit of the world's background, they make for fun type of collectible that gives something to do besides the main puzzles, and, again, I just felt like drawing cute shit.
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For the hub, I worked on a themed side area dedicated to a playground. This does have puzzle elements in it, but a lot of it are silly interactions, and a reference to that cartoon I did a while back. Maybe you can recognize it here.
It's one of those "makes the setting feel more realized/fleshed out" deals.
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For the side areas, what I've mainly been doing is settling on their exact design, blocking out the areas, and working on their puzzle sequence, obstacles, and any single screens that are tied to it.
Here's what I mean by "single screen":
Something that cuts away from the main game to it's own puzzle. This one here is for the performance theater. All graphics are placeholders just to get the logic in and see if it might work.
Making these type of puzzles is fun cause it reminds me the most of Resident Evil 1 and various flash adventure games I've played.
As for obstacles, a significant one I'm playing with for the theater is darkness, making use of Tiera's sonar to detect a safe path around deep pits.
She won't fall off right away, but it's tied to the same stamina system.
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Another side area are the sewers, everyone's favorite video game setting. That obviously involves water, but the trickiest thing about it has been dealing with really complicated patterns of depth changing.
What that means is Tiera climbing up and falling down a lot, and trying to keep track of that. Here's what that looks like without proper graphics:
I'm very happy with how the area is turning out so far though, it's something you'd get to later and I think the puzzles do a good job of reflecting that progression.
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The last side area I've poked at was the final sequence of the game. I've had a lot of different ideas of how to go about it but I think I'm happy with the set of them I have planned, something that builds up towards the climax and building off of what was set up in the rest of the game.
I wanna be careful about spoiling it, but here's one effect from it I've started work on:
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I'm trying not to overshare here, though there's a lot more I've thrown into my server that I couldn't here. One of the side areas I haven't gotten to really pinning down is the Hedge Maze. I have a basic outline, but the main obstacle involved requires more dynamic logic. It's hard to settle on what that logic should be without set level design, and it's hard to settle on level design without knowing the limitations of that logic.
It's a similar issue with the main challenge of the game, both for the player and for designing: the ghosts.
What's intimidating is the feeling that they need to be very deliberate in this type of game, to balance between adding tension without veering into frustration. I'm hoping tackling everything surrounding them will make me more confident, but odds are I'll have to start with something simple and half-broken just to break the ice. And accepting I'll have to make something that gets thrown away, which I'm not used to doing... I really prefer thinking through stuff first before making it.
Anyway, thank you for reading.
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meet the student
hello! my name is ash *:・゚✧
i'm a human services/social work student! i'm also very interested in video game development, cooking, and a bunch of other things (including pokemon!!).
i follow from @takentosilenthill!! i post anything and every thing there.
i am also disabled (depression, anxiety, am paranoid, am a hypochondriac, run risk of heat exhaustion, have sensory issues, get exhausted easily, am scared of needles and talk about medical procedures, ie an iv being put in someone (i feel nauseous, faint), and i suspect that i have either: asd, adhd, bpd, or bipolar) so i may post about that here as well.
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