Author Topic: Future Flashback  (Read 4003 times)

Future Flashback
« on: 30 Jul 2017, 04:03 »

Story:

Behold a future where a drug is capable of recreate vivid memories. Untangle the obsessive mind of an ex surgeon, that after an accident starts reliving the memories of a girl he never met, seeing her past, looking into her dreams and unfolding the mysterious future they share together.

Expected Release date: 3rd Quarter 2019

Story by Guilherme Henrique
Programing by Erico Porto
Art by Ricardo Juchem
Music by Jordan Pool

Screenshots:





Blog | YouTube Channel | Facebook Page | Twitter @futureflashbck | cartrdge | presskit() | indieDB

Update Log:
 0 - 30 Jul 2017 - Game Announcement
 1 - 31 Aug 2017 - Theme Music Reveal
 2 - 24 Sep 2017 - Game Menu is a Smartphone
 3 - 02 Oct 2017 - Characters Portrait Reveal
 4 - 19 Oct 2017 - Gameplay video of First Level
 5 - 28 Oct 2017 - Title Screen and updated Theme Music
 6 -  4 Nov 2017 - We Have a Website
 7 - 10 Nov 2017 - The evolution of a background art
 8 - 14 Nov 2017 - Social Networks + Ship of Theseus Development
« Last Edit: 14 Nov 2017, 22:17 by eri0o »

Frodo

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Re: Future Flashback
« Reply #1 on: 30 Jul 2017, 06:52 »
Loving those screenshots!  :cheesy:
And the story is intriguing, as well.  :grin:

horusr

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Re: Future Flashback
« Reply #2 on: 30 Jul 2017, 07:44 »
Very nice graphics and I wonder how can we play that story.
But 2019 a little far away :(

selmiak

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Re: Future Flashback
« Reply #3 on: 30 Jul 2017, 09:19 »
neon world GFX are always cool! Looking great so far and the story blurb is also very interesting. The only downside is the release date that is so far away!!! :-D

Quote from: ClickClickClick
If you kill everyone there's nobody left to punish you.

Riaise

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Re: Future Flashback
« Reply #4 on: 30 Jul 2017, 13:13 »
This looks great and the story sounds intriguing. I'm interested to hear more about it!

Re: Future Flashback
« Reply #5 on: 31 Jul 2017, 00:58 »
Sounds like an interesting story, and it looks fantastic!

Re: Future Flashback
« Reply #6 on: 31 Jul 2017, 01:00 »
Aaarrgh what sexy artwork. Really nice!

Gurok

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Re: Future Flashback
« Reply #7 on: 31 Jul 2017, 04:41 »
This looks very nice!

You've picked a very reasonable release date too.

I wish you the best of luck with getting it done.

Cassiebsg

  • Cavefish
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Re: Future Flashback
« Reply #8 on: 01 Aug 2017, 17:34 »
Good luck with this. (nod)
Lovely art and intriguing story.
There are those who believe that life here began out there...

CrashPL

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Re: Future Flashback
« Reply #9 on: 02 Aug 2017, 08:46 »
I'm getting some sweet Blade Runner/Akira flashbacks just by watching the screenshots. Definitely gonna keep my eye on this one. :)

CaptainD

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Re: Future Flashback
« Reply #10 on: 02 Aug 2017, 12:21 »
This project is giving me serious Technobablyon vibes.  All the best with production, definitely one to keep an eye on!

Re: Future Flashback
« Reply #11 on: 04 Aug 2017, 17:18 »
Looks great and I'm digging that story pitch. Also, well done on the realistic release date :) Most AGS projects really underestimate the length of their development process.

Re: Future Flashback
« Reply #12 on: 07 Aug 2017, 04:16 »
Guys you are all great, thanks for the positive responses! This community is awesome! :-D

The release date is a bit in the future, I know. We have already planned the whole game, we broke it in how many AGS rooms we are going to have, and extrapolated the time to end development from the time we spent in each room we already developed, so hopefully this is reasonably realistic.

The game interface will allow the player to interact and look using the mouse, and have an inventory to store and use items, we started from the BASS template and have been iterating from there. The game resolution is going to be 320x180, so it will scale nice in 16:9 screens.

Fitz

  • Il antico demone
  • Fitz worked on a game that was nominated for an AGS Award!
Re: Future Flashback
« Reply #13 on: 07 Aug 2017, 06:13 »
This project is giving me serious Technobablyon vibes.  All the best with production, definitely one to keep an eye on!

My first thought was Until I Have You -- especially the story revolving around a guy haunted by memories of a girl. Looks and sounds great. And kudos for devising a realistic schedulue and ETA.

AnasAbdin

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Re: Future Flashback
« Reply #14 on: 07 Aug 2017, 13:03 »
Great story and awesome art :)
Looking forward playing the game 8-)

Atavismus

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Re: Future Flashback
« Reply #15 on: 23 Aug 2017, 19:50 »
Pixel art the way it should be!
Be sure I just pushed the "Notify" button ;)

Re: Future Flashback
« Reply #16 on: 24 Aug 2017, 14:10 »
Looks awesome, I was drawn in by the title which reminded me of the Amiga game Flashback. Kind of a similar vibe going on, can't wait to play this

Mandle

  • NO PIXEL LEFT BEHIND!!!
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Re: Future Flashback
« Reply #17 on: 24 Aug 2017, 17:37 »
This looks very nice!

You've picked a very reasonable release date too.

I wish you the best of luck with getting it done.

+1

How many times have we seen WIP posts naming a release date within the year only to either fade away and never be heard from again or show up two years later with an announcement that the game is almost finished, or even finally get released 5-10 years later?

A realistic schedule tells me at least that you have the staying power to get the game done, or at least release it at some point even if it's not 100% what you had planned out right at the start.

It looks awesome so far and best of luck!

Re: Future Flashback
« Reply #18 on: 24 Aug 2017, 22:20 »
Looks cyberpunktastic! Would you be interested in being on a podcast? I specialize in cyberpunk, sci-fi and story-rich adventure games, and would love to have a chat if you'd like to promote your game there.

Re: Future Flashback
« Reply #19 on: 25 Aug 2017, 20:46 »
Ooooo, this looks really neat.

Surdy

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Re: Future Flashback
« Reply #20 on: 29 Aug 2017, 15:50 »
WOW! A lot of Blade Runner's dystopia good vibes here :D Love it. Keep up the good work.
Raise from the dead!

IHarvestBrains

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Re: Future Flashback
« Reply #21 on: 29 Aug 2017, 16:48 »
It's cool to see other brazilian folks fiddling with AGS!
Best luck with your game, I'm sure you guys will have an amazing time developing it :D

Re: Future Flashback
« Reply #22 on: 30 Aug 2017, 10:47 »
Can you please do me a favour and release the game right now? :cheesy:
I love the screenshots and already cant wait to get my hands on this :)

ricardojuchem

  • I use squares to make some art.
Re: Future Flashback
« Reply #23 on: 30 Aug 2017, 20:50 »
Hello, I am the artist behind this project and I just want to thank you people for the kind words.
I'm glad that you are getting some of the references.

Stay tuned for updates. Cheers!


I use squares to make some art.

Re: Future Flashback
« Reply #24 on: 31 Aug 2017, 22:49 »
Hey guys! So here's a small update, this time I wanted to show the game music! ;)


ClickClickClick

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Re: Future Flashback
« Reply #25 on: 31 Aug 2017, 23:17 »
Sold!

Re: Future Flashback
« Reply #26 on: 24 Sep 2017, 14:39 »

Hello!

Small update here, showing the process an idea becomes a sketch, mock-up and gets coded inside the game, the idea here being the game menu as a part of the game itself.

Also, in YouTube, you need at least 100 subscribers to get a pretty url that's easy to type for the channel, so please subscribe to our channel!




Re: Future Flashback
« Reply #27 on: 24 Sep 2017, 15:06 »
This is looking great, nice work!
Support Cloak and Dagger Games on Patreon: https://www.patreon.com/user?u=460039

Re: Future Flashback
« Reply #28 on: 25 Sep 2017, 21:25 »
Looks great, the background in the video is very atmospheric too. Good luck with the project!

Re: Future Flashback
« Reply #29 on: 27 Sep 2017, 17:04 »
Just caught up on this thread and saw the videos. I love the backgrounds we've seen so far, and that menu system is really neat. Keep it up!

Gurok

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  • Gurok worked on a game that was nominated for an AGS Award!Gurok worked on a game that won an AGS Award!
Re: Future Flashback
« Reply #30 on: 27 Sep 2017, 21:51 »
That video was really entertaining, eri0! Did I hear you right? Did you say middle click to bring up the phone UI? I'd suggest an alternate way to bring up the menu. Maybe Tab or Esc, or just something you can click on. It was really interesting hearing you talk about the design process. It's great that you can collaborate so openly on design. The passion for your project really shines through and I hope you can keep it up! :)

Re: Future Flashback
« Reply #31 on: 28 Sep 2017, 08:59 »
I love the art style combined with the music, really works well! Can't wait to get my hands on this, good luck with development! :smiley:

ricardojuchem

  • I use squares to make some art.
Re: Future Flashback
« Reply #32 on: 02 Oct 2017, 23:46 »
I began to work on the character portraits. Please note that they are still WIP.

After some tests painting on higher resolution, with pen pressure and lots of colors, I decide to paint them on low resolution [about 120x120 area per character].
I think that a cleaner look with less colours works better with the game overall style. I hope you like it.

Cheers!



I use squares to make some art.

Re: Future Flashback
« Reply #33 on: 04 Oct 2017, 15:15 »
That estimated release date together with those screenshots tell me this game is actually going to happen. Keep it up op.

Re: Future Flashback
« Reply #34 on: 04 Oct 2017, 15:54 »
I think the character portraits look great!

ricardojuchem

  • I use squares to make some art.
Re: Future Flashback
« Reply #35 on: 06 Oct 2017, 14:05 »
That estimated release date together with those screenshots tell me this game is actually going to happen. Keep it up op.

We are working hard to keep it up. Thanks for the support. :)

I think the character portraits look great!

Thanks! I'm really enjoying work on them.

Cheers.
« Last Edit: 06 Oct 2017, 16:03 by Darth Mandarb »


I use squares to make some art.

Re: Future Flashback
« Reply #36 on: 06 Oct 2017, 21:13 »
I'm glad you decided to go with the low-res portraits, fits better with the rest of the game, at least in my opinion.

selmiak

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  • selmiak worked on a game that was nominated for an AGS Award!
Re: Future Flashback
« Reply #37 on: 07 Oct 2017, 11:10 »
These characters look pretty good and pretty pretty, I like'em ;-D
You could add some more subtle highlight light from behind or from the sides like in your forum avatar. It should look pretty cool when you make this in one color, leave on a new layer and add this light on top of the portrait within AGS and change the color of the light (by code or by changing the color in the paintproggy and importing lots of files into AGS) according to the location the characters are and how the lighting happenes in that scene.

Quote from: ClickClickClick
If you kill everyone there's nobody left to punish you.

ricardojuchem

  • I use squares to make some art.
Re: Future Flashback
« Reply #38 on: 17 Oct 2017, 17:51 »
I'm glad you decided to go with the low-res portraits, fits better with the rest of the game, at least in my opinion.

Thanks for the advice :)

These characters look pretty good and pretty pretty, I like'em ;-D
You could add some more subtle highlight light from behind or from the sides like in your forum avatar. It should look pretty cool when you make this in one color, leave on a new layer and add this light on top of the portrait within AGS and change the color of the light (by code or by changing the color in the paintproggy and importing lots of files into AGS) according to the location the characters are and how the lighting happenes in that scene.

I'm glad that you liked. We are planning to make rim lights / color correction according to the room lighting. It's like you took a look inside of our brains. ;)


I use squares to make some art.

Re: Future Flashback
« Reply #39 on: 19 Oct 2017, 21:52 »
Gameplay Video (with comments)
Warning: the video contains the first 7 minutes of gameplay, if you want to be in without having any idea on the game, don't watch.



Hello everyone,

We decided it's a smart decision to share the gameplay of the game we are making and get feedback on what we are doing. Below are some questions, maybe someone has some ideas for one or all of them.

1 - I want to target the game for people who likes point and click adventures, but I want the game to be able to introduce to someone who has never played anything in the genre to it. Is this basic first level making sense?

2 - The action popus explained in the video, are they a good or bad idea? Are they a good idea but they need to be implemented differently? I came up with them because people playing the game couldn't grasp in the first ten minutes the right click and left click functions (look/interact). Jumping in mario is obvious because mario jumps!

3 - Are the dialogs too long or are they good in size?

4 - Suggestions on the basic UI? I am planning on re skin the BASS template and add some buttons for the phone menu.

5 - Any other comments, or ideas or encouragement is also appreciated!

Oh, and the video has subtitles, we noticed some voice was hard to understand but the world was too noisy to re-record the audio.
8-)

Re: Future Flashback - Gameplay Video Added!
« Reply #40 on: 20 Oct 2017, 08:47 »
First of all this looks great! :D Congrats to the team!

1) I'd probably ask the players if they want it to be on or off when they click on "New game" rather than having the switch in the options menu. Other than that, what happens if I click on something when the game suggested me how to explore the environment"? In other words is the hotspot\objects interaction disabled in that stage? :)

2) I love stuff like the action popups a lot, but probably they break the immersion a little? I mean, I guess that if the game was set in some sort of virtual reality it would fit very nicely.
Still, I'd probably leave it just for stuff that usually is not that obvious, like "Kyle picked up the flashlight". Usually the inventory is what I get most bad feedback about, that's why I'm telling you (laugh)

3) I don't really mind, but beware of "info dumps"! Try to spread the information about the character(s) in smaller bits and pieces through environmental storytelling and\or other well placed occasions :) I'm guilty of info dumps a lot, by the way (laugh)

4) I like the UI as well as the character dialog closeups! The only thing I'm not sure about is the mouse icon, the one with the red and blue buttons, whenever you are hovering a hotspot. Is it context-based, meaning that it only shows what you can actually click (some hotspots may only be examined but not used, for instance)?

Keep up the good work, this is looking great!
"We do not stop playing because we grow old, we grow old because we stop playing."

Re: Future Flashback - Gameplay Video Added!
« Reply #41 on: 21 Oct 2017, 14:05 »
Hey @LostTrainDude

1) Great suggestion, I will ask the question when clicking New Game! Oh, the tutorial is a module, and each click type is disabled before their respective text is shown (there's and if before processClick that goes like if(TutorialModule.isRightClickDisabled()) return ). The idea was that the tutorial can be enabled in any level - the why will be explained in the Future. :)

2) Ok, ditched actionPopups, tried something different now, I thinks it breakes the immersion less:


3) Thanks, will reduce info dumps. And nice website! Bookmarked!

4) The mouse icons are context based. They surely will be needed for joystick support in the future (with different graphics) but I am not sure too on they being available for mouse. I guess I will ditch them for mouse later on.

Thanks for the feedback! 8-)
« Last Edit: 21 Oct 2017, 14:29 by eri0o »

Re: Future Flashback
« Reply #42 on: 28 Oct 2017, 21:45 »
Theme music updated!

Hey small update, just wanted to show the Title Screen with the new version of the theme music. If anyone has the habit of listening to music through YouTube on TV, you may want to listen to the following video.

If you haven't subscribed, please do, if we get to 100 subscribers we can have a proper channel URL. 8-)



ClickClickClick

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Re: Future Flashback
« Reply #43 on: 28 Oct 2017, 22:09 »
Sexy sexy glitches. (laugh)

Cassiebsg

  • Cavefish
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Re: Future Flashback
« Reply #44 on: 29 Oct 2017, 10:22 »
Looking good and sounding great! (nod)

I just have a little nitpick:
Add spoiler tag for Hidden:
I notice the Quit is very near the lower edge, while you have lot's of empty space on the top.
It makes my "symmetry" side scream: "Center that text! Pull everything up a few pixels... (laugh)"
But note that I like how the title fits nicely in the dark facade in between the windows... don't change that! :-D

Maybe the easy solution would be to move the Continue-Quit block, center it under the "Flashback" text and pull it a bit up?
There are those who believe that life here began out there...

Re: Future Flashback
« Reply #45 on: 29 Oct 2017, 15:25 »
Hey thanks ClickClickClick and Cassiebsg! About the nitpick, I agree with you, I did a small adjustment... :-\

Add spoiler tag for Hidden:

Re: Future Flashback
« Reply #46 on: 04 Nov 2017, 20:00 »
We have a website!

futureflashbackgame.com

We are creating a website and also now we have an official twitter @futureflashbck. We hope to use those as ways to connect to people interested in the game so we can feel if there is interest! Please provide feedback on the website. 8-)

ClickClickClick

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Re: Future Flashback
« Reply #47 on: 04 Nov 2017, 21:13 »
Quote
Behold a future where a drug is capable of recreating vivid memories.
"I can think of a couple of works with that premise" was my first thought here. Sorry for the negativity.

Quote
Untangle the obsessive mind of an ex-surgeon, that after an accident, starts reliving the memories of a girl he never met.
I'd cut the ", that after an accident, starts" part.

Did I read this thread wrong? I thought your game was about "real" time travel.

Re: Future Flashback
« Reply #48 on: 04 Nov 2017, 21:39 »
Hey @ClickClickClick, I am sorry, no real time travel, only memories. The description in the website actually is the one we opened this thread with. There is a feature list in the presskit, but I am not sure yet if we can do a better writing there on our intentions in the project :)

ricardojuchem

  • I use squares to make some art.
Re: Future Flashback
« Reply #49 on: 10 Nov 2017, 14:42 »
I just posted this on Twitter and I think that the people here maybe like it.



Steps that I usually do when I make a pixel art background:

1 - Simple Wireframe
2 - Adding local colors
3 - Creating the objects
4 - Lighting and color correction
« Last Edit: 10 Nov 2017, 15:00 by ricardojuchem »


I use squares to make some art.

Fitz

  • Il antico demone
  • Fitz worked on a game that was nominated for an AGS Award!
Re: Future Flashback
« Reply #50 on: 10 Nov 2017, 14:54 »
Neat! Loving all the magenta and indigo. A very useful lesson, too, for someone who's not very good with backgrounds.

KyriakosCH

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Re: Future Flashback
« Reply #51 on: 10 Nov 2017, 16:11 »
Very cool 8-)
Download and play The Chrysalis! My first ever game.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=55448.0

Re: Future Flashback
« Reply #52 on: 14 Nov 2017, 22:15 »
Hey we added lots of links to the homepage of the project, so I will add them here if you haven't checked! Social Networks!

Blog | YouTube Channel | Facebook Page | Twitter @futureflashbck | cartrdge | presskit() | indieDB

On the blog, I recently posted on development (with some help from Gurok):

Ship of Theseus Development

We are taking a top-down approach for Future Flashback. We wrote a story, and telling it in the adventure genre felt natural. When looking for tools, I eventually found Adventure Game Studio. It has all the ready-to-use objects that I like from RPG Maker, but for adventure games. It's also powerful enough to let you ditch any ready-made objects so that you can create your own, with a very easy to use scripting language.

You can use the default adventure elements to prototype the story and the environment, then take your time refining the gameplay and replacing default objects and methods with what works best for the game. It works really great with pixel graphics too, which is a plus since it's the aesthetic that we are going for. While I didn’t know Adventure Game Studio or its scripting language a year ago, it has a friendly learning curve that means the hardest part is often deciding what design works best instead of what can I code.

This is my favorite development strategy, the “ship of Theseus strategy” (as coined by eri0o), where I have a good set of defaults for creating and I can replace each part at my own pace. New parts can be different and enable me to move forward, while the old parts provide a safety net that, if something is too hard to replace, I can leave as-is and work around. This approach gives me a predictable development path where I know I can advance if only a little each day.

The predictable pace of development gives me the tranquillity to explore and iterate on the design, while being able throw ideas (and code) away because I know they are easy to explore. Since I am not the only person using the tool, I also have access to ready-made code that helps me iterate faster until I'm ready to cut the unneeded parts or polish them to fit our vision for the game.