Moving On To Our Next Game! (with some minor hiccups)


We've had a long 4 months since the release of our last game "The Last Cosmonaut", and we've decided to give some new updates on our situation. We're done with our platformer game "You suck at jumping" , and  unfortunately due to some discrepancies in production, have decided to hold off on release. Rest assured, the game is complete but we're awaiting certain things like the animations for the cutscenes. For a playable beta copy, you may contact us here, and if you send us your email address, we'll be able to send a playtest copy. However, there are a few features missing from it, such as sounds and cutscenes. The game itself works fine)

However, the good news is that we've moved on to our next game, with the current working title "The Lost Coffee" , which will take place in a sci-fi cyberpunk looking city. You play as a tourist in search of a store rumored to have the best coffee in town, but there's only one catch : Finding it. The genre is mostly exploration and puzzle, with minimal npc interaction.

  For this game, we've been playing around with tileable assets again, and figuring out what's the easiest, fastest and most effective way to create an entire city street that feels lived in, and referenced "Bernband" and Prague from "Deus Ex: Mankind Divided" as some examples of scaled down hub worlds that really feel dense with detail. As for the aesthetics, we've decided to scale down the wall prefab textures from 128X128 pixels to 64X64 pixels, but have added in color, normals map and Specular shading for that extra effect. As for the style, we're looking into ways of creating a cyberpunk city that doesn't feel cliché.  Some examples of moving away from the standard style would be to possibly switch from neon lights to regular florescent signboards, fiber optic lighting and even lanterns. Indirect lighting as opposed to direct lighting, analogue controls as opposed to touch screens and holograms and cable cars and quadcopters as opposed to hovercrafts. Our NPC models will be in low poly 3d with 128X128 tilesets (including normals maps as well). 

We've seen games like TimeOut and The Last Night look fantastic when normals maps mix in with pixel art and volumetric lighting, but have yet to see it executed in a first person view. So we're taking on this task. 

  We're expecting to finish this game 3 months from now, and unlike our platformer game, we'll definitely be releasing it once we're done. Thank you for sticking with Humanrobot games thus far, and we hope you enjoy our next game. :)

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very excited for both games! I loved the last cosmonaut

Thanks for your support!

Beautiful