Shop Mobile More Submit  Join Login
My game Momento Temporis: Light from the Deep is out on Steam Early Access right now: store.steampowered.com/app/496…

Momento Temporis is a 2D exploration action adventure platformer Metroidvania featuring pixel-art graphics. Explore the world and learn spells, fight bosses and lots more in this magical universe.

Trailer: www.youtube.com/watch?v=ONtt5J…

Screenshots:
Momento Temporis - Grasslands, underground by ReFreezed Momento Temporis - Red Caves by ReFreezed Momento Temporis - Cold Mountain by ReFreezed Momento Temporis - Grasslands, raining by ReFreezed

Get the game here: store.steampowered.com/app/496…
  • Listening to: I Monster
  • Watching: Game audio dev steams on Twitch
  • Playing: Starbound
Add a Comment:
 
:iconsly-mk3:
Sly-Mk3 Featured By Owner Sep 7, 2016
A belated congratulations on the early access release of your game! It looks very interesting and has a charming pixelart design. Overall, it seems to be nicely oldschool! :D
Reply
:iconrefreezed:
ReFreezed Featured By Owner Sep 7, 2016   General Artist
Thanks! :3 I didn't particularly try to make it oldschool but I'm probably influenced by older/retro games that I've played and enjoyed. I chose pixel art for the graphics because I find it easier to make for games compared to using high resolution art, vector art or 3D art etc.
Reply
:iconsly-mk3:
Sly-Mk3 Featured By Owner Sep 7, 2016
Ah yes, that's true, especially if it is low resolution pixelart. Animations are really fast to do and one can get away with using less frames for the animation sheets too!
For games with a metroidvania type of gameplay, it seems fitting to make use of pixelart (though in my case, that could also be just bias, haha). But anyway, I consider that more charming than vector graphics, to be honest, as it lets my imagination go wilder.
3D art is indeed even more tedious work than vector and high resolution sprites, especially if you aim for more realistic looks and make use of normalmapping, complex specular maps and whatnot. Though at least for diffuse textures one can cheat a bit by making use of (own) photo references. Sweating a little...
Reply
:iconrefreezed:
ReFreezed Featured By Owner Sep 8, 2016   General Artist
I see you know your gamedev-fu. ^_^ I actually wish I made the game in a bit higher resolution than it is now. It's hard to add the amount of detail I would like to have because there's simply not enough space. Momento Temporis is relatively complex when it comes to amount of small things you should look out for when playing. For example, when you try to block an attack with no stamina left you will get staggered and can't move, but it's kinda hard to see when the 'staggered' animation stops because it looks pretty similar to the 'idle' animation. With more pixels I could distinguish the animations better by adding small details and movements. Imagine a game like Dark Souls, but with the camera very zoomed out making all movements look tiny. That's what I'm trying to deal with. xD
Reply
:iconsly-mk3:
Sly-Mk3 Featured By Owner Sep 8, 2016
Game development is one of my major interests. :)
That's the downside of choosing limitations, hehe. Unfortunately, going back isn't possible or advisable when one has done a lot of it and progressed far. It would be a waste of time too.
There are many other possibilities other than dealing with it directly in the player sprite if you really wish to make it more obvious. One way to do so is by showing that info on the HUD (in that case, next to stamina makes most sense), or by spawning a text directly at the player (similar to consuming a life potion, possibly keeping it above the head until the effect wears off), or spawn an animation sheet around the player character or above her head which might indicate that effect.
Reply
:iconrefreezed:
ReFreezed Featured By Owner Sep 10, 2016   General Artist
Yup. I'm a fan of games that have less (or no) HUD but I felt that using HUD elements was the best way to inform the player of some things that are happening. Maybe a "staggered" text in fact should be visible as long as the staggering effect is active (a text is currently displayed but only right as the staggering starts).
Anyway, speaking of regrettable decisions, at some point I though the player was too small on the screen and unnecessarily much of the game world was visible at all times so I chose to "zoom in" the camera a little bit... so now the in-game view and the HUD use different resolutions - HUD is 512 x 288 pixels, and the in-game view is 341.33 x 192 pixels (notice the decimal). Perhaps my next game will be better planned beforehand. lol
Reply
:iconnonokohime:
NoNoKoHime Featured By Owner Aug 11, 2016
Congratulations! How are you coping with this? I saw the game is rated positive by the reviews given.
I wonder how it must be to be on steam. What an amazing thing to achieve, at least that is what I am thinking =)
Reply
:iconrefreezed:
ReFreezed Featured By Owner Aug 12, 2016   General Artist
Thanks! The game is still in Early Access so it's too early to say if the game will actually do well. I honestly don't think about it too much though - I just mostly focus on actually developing the game. ^^; Anyway, to get a game to Steam is not as hard as it was before Greenlight existed, but of course getting onto Steam is still a very good thing because it's a popular platform. In truth, I have my publisher to thank for getting Momento Temporis to Steam. Without them I probably would have just released the game on itch.io or something. But my point is that I think any serious developer can get their game to Steam.
Reply
Add a Comment:
 
×

:iconrefreezed: More from ReFreezed


More from DeviantArt



Details

Submitted on
July 31, 2016
Link
Thumb

Stats

Views
1,436
Favourites
0
Comments
8
×