But this time, when we will part ways, it will be for good.
This must not be a big surprise though. After not giving news for so long, must have been pretty obvious that we were not focusing on Oneiros anymore.
There are several reasons for this to happen. The first one is that big mistake we made after releasing Oneiros‘ demo: taking a break for almost 3 months. After such a long time, it is incredibly hard to go back to a personal project that has no other deadline that the ones you set on your own. This break made our fire turn to ashes, and firing them up again for the 4 people in the team would have already been a tremendous effort.
Now in 4th year at our school, we also had to deal with more work and needed to be more invested than before, leaving us less free time that we would not have liked to always spend in development. Finally, life goes on and many things changed for all of us, like putting our priorities in a new order.
This was not a good context to go back to Oneiros. We were already proud of it and we did not want to start working on it again if it was to do it grudgingly.
The point of this message is the following: this is were things stop for Oneiros, and we wanted to make it official. This is also the end of Team Fireplace. This is also a way for us to move on.
Here we are: now that our son Oneiros has achieved its initiatory journey with the release of the demo a few months ago, we are packing up for the great voyage toward its final version! Many changes are about to come, so be prepared… But let us tell you all that happened these last months.
First of all, thank you very much for your support! You were 150 to download the demo! It truly is heart-warming to see some people got interested in our ideas.
Then, let’s talk about the contests we entered. Unfortunately, we did not win any of them, even if we have earned some fans, good feedbacks and -most important- precious tips through them. We had always planed to make a complete version of Oneiros, but all these passionate conversations with the people we met really are the core of our motivation. Let us make the game you believed in!
Even though, there is no new content at this time, mostly because we had to take a little break and we needed to analyse what we had already achieved. We discussed the things that had to change and what we are going to do starting now, based on the feedbacks we received and considering that this new year at school will be tough. We now have a pretty good idea of the path we will be walking on.
But here are great news for those among you who does not speak French: we finally translated our demo in English! Just give it a go already if you have not already :).
As you know, we are not native English speakers, so do not hesitate if you see some mistakes to point them out so we can correct them!
We also applied some minor fixes to the French one. If you were stuck at some point of the demo, you may want to try it again!
Finally, let us talk about how this new year of development will unfold.
Our goal is still the same: releasing the complete version of Oneiros by May/June 2017. But, considering all the things we have to do, we will be less active on this website and on social networks than we used to be last year. Do not expect regular updates, but we will let you know as soon as new stuff is coming.
We do not plan on making a retail version of our game: the final version will be available on itch.io for free. Do not expect a very long game though: we are now aiming at one hour of highly-polished gameplay.
Anyway, thanks again for following us for so long. With the hope you will stay with us this year, may our paths meet again!
Sorry for making you wait so much. But here we are. Oneiros is finally taking another step forward. But this time, we do not have to hold its hand. This time, it is on its own.
Oneiros is ready to meet you.
(Warning : Game in French)
Well, these still are some hesitant steps though, as this is only a demo (and we know there are bugs and things we forgot here and there), but at least it is fully playable ! Don’t be shy, help yourself, click it ! We are waiting eagerly for your feedbacks, be them filled with love or hate !
And yes, you guessed it right. If you can play this first version of Oneiros, it means that the Hits Playtime is coming to an end. But we still only have some milestones to catch up before the 16th of June,so you will hear about it a little bit more. Anyway, this was an instructive experience for all of us… And by “all of us”, we mean all the other contestants too ! So go check all the finalists’ submission to Hits Platime (by clicking here) this instant! Everybody deserves to have its game tried out!
Thinking about it, let us make a little throwback, shall we?
About 8 months ago, Oneiros concept was imagined.
Then, in January (5 months ago), it entered both the Imagine Cup France and Hits Playtime. A few days later, we learnt that both of these contests selected us!
After that, we started to really develop our game. We were very focused on the Imagine Cup’s presentation for April and on keeping the Hits Playtime milestones up to date (putting aside all that our studies asked us to do by the same time), though, so we started to iterate a bit later than we may should have.
But then came the EvryGameCity2, and we had our first real players of the game! We noticed lots and lots of things to correct, and we did as much as we could for the demo that was finally released yesterday evening!
Off course, the game’s aesthetic built itself up as time was passing… The first thing that appeared was our main character, then the setting was slowing taking its shape… And then came animations, some corrections, special effects… that really gave life to our universe!
So, does all this mean it is over?
Of course no! We are really far from having Oneiros done! Our goal now is to have a full game ready to be released in one year. First, this summer holidays, Adrien will make corrections on our demo, to upload it once the Hits Playtime’s results are revealed, and then ChronoDream will think about how enhancing the gameplay. Sadly, Anaïs and Oriolie will not be able to help because they are working.
Then, we will basically do our best!
This also means that we may not publish many other devblogs these few weeks. But do not hesitate to check out our Twitter or Facebook and ask your questions from time to time.
Mmmh. It seems some people among you did not forget that there is still one emotion we did not explain! Well, here it is, the last emotion… explained with screenshots from the demo!
This is the one we use to call “curiosity”. We already talked about it in another post, so let’s focus on its effect.
Basically, a “curious” character follows you, because you not a common being in Oneiros‘ world. But because it is that interested it sees…
… it opens doors! Maybe it is not very impressive, when we put it like this, but it will have many other ways to show its effectiveness…
And, well… Maybe we can see that is it? We will now part ways once again, and who knows when we will be able to talk to you again ? There should be one last time, for announcing the contests’ results maybe, but then you may have to hold on for a few weeks…
Oh, and, before leaving this place… If you like Oneiros this much, can you please vote for it at the Challenge Jeunes Talents ? You will find it by going just right here!
Thank you for following Oneiros‘ story for this long.
Let us make it quick. Some of you may remember that the Hits Playtime deadline for providing the demo of our games is for the 7th of June. This does not leave us that much time! But we are not that worried for now though; even if we still have many levels to create to show our son’s true potential, all of its main features are ready and just need some polishing. This means iteration can be quite fast and we expect to do some testing in less than a week.
But, more important: our Game Artist is finally back! And she has a lot to do, so wish her luck!
Bad news are that we are really late for some of Hits Playtime milestones, and they are not the easiest ones. We will try to have them all finished by the end of the next week, so stay tuned to our Twitter and Tumblr!
We meet again! One day later than usual though, but national holidays sure do not help being active!
Still, we have been through some new adventures! One of them being the publication of an interview by Game Side Story of Adrien and ChronoDream during Evry Game City 2!
Meet us at 7:15 (interviews are in French)! Yes, seems that we are still not that much at ease with this kind of thing.
Talking about Hits Playtime, here are some news about the Challenge Jeunes Talents, the new contest we planned to enter… Let us say we successfully did! Well, nothing special as the first selection will take place on the 26th of May; by this time, we should know if we are selected as one of the 8 finalists, or if we are at least nominated, as there is room for 12 to 16 projects.
Now, it is time to talk a bit more about the gameplay, don’t you agree? Last time, we spoke about the regular character’s reaction to “Anger”. Let us now present you its behaviour when exposed to what we use to call “Fear”.
First, we have shown it again and again now: you now that it can be created by a “angry” character hitting a neutral one. This also triggers the main behaviour of this emotion: running away.
But, when we say “running away”, it is from (almost) everything! Be it other NPCs or even the player character!
This can be problematic when it comes to differences of height between the platforms.
Like this, it may give you the feeling that most of our game system is based on characters movement. Even if it would be a lie to say that this is not an important part of it, this is also because we want to make most of the behaviours and properties a secret to let you discover it by yourselves. Otherwise, where would be the fun?
And to conclude this meeting, here are some good news: finally, by the end of the week, our Game Artist Anna should be back! Cheers! And there are also a few features that have been added since last time, but we will wait to have some visuals and to test them a little bit before showing them. This will also allow us to catch up with the few milestones of the Hits Playtime we missed these last weeks.
And yes, we will try to learn how to make good quality gifs…
So let us hope our paths will meet again, as things should become even more interesting!
Even if we were still not very talkative these last days, we were indeed spending time with our child Oneiros. Sadly, there is not much that can actually be seen about it, because our Game Artist can still not be back before the end of the following week. What we did was mostly focused on teaching Oneiros how to behave and what to do… Meaning we were working on its Game Design, from all the feedbacks we collected a month ago now (thanks again to all the people who took some time to try it out!).
You heard it right ; this means we decided (at last !) what will now be the new way to play our game. Let’s speak a bit about the gameplay!
The basics of the game have not changed. You are controlling a mysterious, masked, fluffy creature than can fly wherever it wants. Its purpose is to collect some specific emotions in a sufficient amount to give them to the child that asked for them. But you need to create most of these emotions first!
Each puzzle starts with at least one emotion. The player character can give it to one of the world inhabitants to make it obtain, feel, experience this emotion. This changes this characters’ properties and behaviour. For today, we will see how it works with “Anger”, one of our five emotions.
Depending on the emotion they wield, Oneiros‘ inhabitants can interact with each others, or with other elements of the environment. Most of the time, this leads to the creation of other emotions!
Being able to give emotions to characters means that you can also take them back. Perfect! So you can take the newly created emotions! The idea is to give it to another character that may need it to create even more emotions! You can even collect multiple emotions at a time to give the one you want when you need to, without minding their order.
But be careful, as you cannot carry more than four emotions at a time. Moreover, one character can only receive or create an emotion if they do not already have one. So do not create too much of them or you will quickly be overwhelmed!
Keep in mind that, once a character has created an emotion, it cannot generate it again. You can still give it the same emotion though.
You can only see the reactions of a regular Oneiros‘ inhabitant here. But there are other characters that have their own way with emotions! And let us not forget some other elements that can also receive them!
As new elements add up and following the player’s progression through the game, many effects can be discovered for each emotion, depending on what wields it and what ithis wielder interacts with, or even where it is! It is up to you to experience with all of this and discover their effects to make your way through the levels. This is why five of them is more than enough!
This is it for the basics of the game. Maybe we will tell you a bit more about the other emotions for the following weeks.
We will not leave you with a “little” announcement: it is not done yet and we have until Friday to prepare ourselves, but we plan on entering the “Challenge Jeunes Talents“, a student-aimed contest in our region. We will tell you more about it as soon as we know if we are in or not (around May 26th), do not hesitate checking out our Twitter, Facebook or Tumblr!
Finally, next goal is to implement most of the mechanisms we corrected and thought about, and building some solid levels!
May our paths meet again, let us hope in not too much time.
It has been two weeks since the last time we saw you. Where have you been?
Say what? We are the ones who disappeared? Nonsense!
You see, many obligations took all of us away from Oneiros for some time. Like nasty school tasks that ambushed us. We fought our way out of it, but our artist has not come back yet, as she had to face the biggest of foes. Be sure she will, though ; she is not the type who would abandon her child for mere work.
So the three of us that remains are slowly gathering our ashes, before firing them up again. As you may have guessed (considering the lack of illustrations), not much could be done during our fight. We are actually working on the feedbacks we collected at Evry, meaning we are still making modifications to the gameplay to be sure it it will be both interesting and enjoyable.
And thus, we still cannot afford to reveal you more informations about it than what you can already find on the game page. Sorry for that, we will manage to do as quick as possible!
But do not act like you did not notice… At least we now have a proper home page now! It sums up all the important links you have to bookmark to learn anything that is about to occur! Check it out!
As you may know, we have to deliver our prototype on the 7th of June to the Hits Playtime! That makes 4 weeks to makes the corrections we need, enhancing the game feel and build up as much (interesting enough) levels as we can!
Well, there is no point making this discussion last then. We have a child to raise, after all!