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No nice picture and no dreamlike music here. If you are looking for the story, the atmosphere or the universe of the game: pass by. Here, we talk about code, architecture (the game’s one, not the world’s one) and functionality.
OK, are the curious gone? Now that we are between ourselves, we can start.
It’s quite simple actually, since humans started washing their hair, they’ve had to deal with that particularly annoying dilemma: If I go out with my hair wet I’ll get a cold.
A solution had to be found. Humans started to think about it and that’s how my ancestors were born.
This week-end, Tholank and myself, have been showcasing FLY’N during the 2012 edition of the Ankama Fan Fest in Lyon – France.
Our little bud Flyn has deployed for the first time his wings for the audience. Hopefully for him (he had stage fright!) he wasn’t alone: Lyft (who can walk upside down) and Ywok (who can bounce everywhere) were also there and introduced to the public.
As Flyn doesn’t really understand this language, here’s our adventure summed up with pictures!
FLY’Ns Improvised cocoon
At the very beginning of the conception work of the game, it became very clear to me that the main goal of this project was originality and creativity. In my line of work, productivity sometimes forces the sound designer to use pre-made material such as soundbanks. On this project I tried, as much as I could, to create every sound by myself, to be creative and sometimes experimental.
I decided to use hardware synthesizers rather than realistic sounds because I think the “goofiness” and the general direction of the game implied electronic poetry and metaphors.
We’ve shared our experiences, and they gave us feedback and their thoughts about the game that they’ve played!
If you haven’t heard about them already, I invite you to check their devblog and try out Blocks That Matter, an addictive and clever platform/puzzle game.
These two developers have great ideas in their pockets, such as mixing SuperMario Bros. and Tetris together (check it out on Newsground!)
Well, well, well, as you may be curious about this game. We tough that it could be a great idea to give you some new screenshots. So, here it is, a brand new screen about a level on which I’m working right now:
Not bad, eh? How’s that? You find it crappy? Wait! I may have forgotten one thing or two…
I started working on little Flyn just over a year ago.
Thomas gave him the power to listen to the trees, to jump and to glide.
Sébastien drew him a body and Mathieu created his environment.
Guillaume gave him a voice and wrapped him up in enchanting melodies…
Now there are nine of us bringing FLY’N to life.
As we climb up the last, long branch of the video game project we have come to love,
we invite you to join us on our tightrope walk.
This is where buds of information about the world of FLY’N and its development will blossom!
We’ve even saved you a spot…
Come and take a seat in our very own tree-world!