Once again we took one week (10 days) to make anything. This week's theme was "liquid" with many different liquids bubbling up in response - from sweat to tears to wax, we got it all ! Take a step in and bathe in the projects of the fifth installment of Artweek.
The lyrics further facilitate the subject through a range of references towards Liquids:
"Flows, rivers icecold in movement I glue my eyelids home improvement I shut my mouth I need your Infusion shower me with kind words I know its no solution
Rage, fear, confusion my body is in overdrive I'm reaching tipping points waiting to pulverize I saw my future yesterday but we don't look alike if I dont watch them closely they always multiply
what's that? (×3)
what's that? am I in trouble? a pool of sweat I'm standing in my own puddle I can't go back my show of force a sign of struggle your choice of words will help me to embrace the rubble
what's that? I'm out of luck? I'm gonna liquify please stay for me and keep a watch
Imminent threats, I'm out of stock I'd rather melt into a lake than keep it bottled up"
-Slevin
Animation and song
Full Song
gameplay from the demo
ARTWEEK DEMO: https://stern32.itch.io/iced FULL VERSION: coming soon...
This was my first time collaborating with Godot and for the most part it was a great experiance--except when I found out that you really shouldn't have Godot open in the background while handling merge conflicts in Git! I'm very proud of the visual work that I did on ICED. Especially the Obra Dinn-inspired shader turned out nice and imo really elevates the game's look. And it also helped to hide that I cannot texture for the life of me!
I'm glad we eventually decided to limit ourselves to a polished demo instead of doing the entire game like we planned to for the first 7 days. It would have meant (more) sleepless nights for me. Writing the game was fun but I didn't expect that going over everything and implementing the sequences would make the process that much more time-consuming. Video games really are another beast.
-Emilia
For ICED, when it comes to the character designs and artwork, I wanted to make fun and unique characters with distinct silhouettes. The game has a rather small cast, so I wanted each character to look very different, while still looking like they belong at the company.
Besides the artwork, I also made a music track inspired by Ace Attorney's "pursuit" themes that is meant to play when you expose a character's lies, although we did not manage to put a situation like that into the demo. You can still hear the music track by visiting the rooftop and interacting with the jukebox.
Finally, I also did a lot of the programming for ICED. Despite it just being a simple point-and-click visual novel, the game's systems were much more complicated to create than I thought, so the demo ended up being rather short. It's a similar story to the game Hypervelocity which I made for the first Artweek, where so much time was spend on the foundation of the game that I was barely able to add any actual content to it. On the last day, a rather nasty problem also caused a lot of stress and annoyance—the game build simply wouldn't run! It worked perfectly fine in Godot's preview, which made it absolutely maddening to try to figure out what the problem was, and once I did find it, it was completely nonsensical. I really love Godot, and most of the time I would say the feeling is mutual, but this was definitely an exception.
Still, I had fun working on the project, and I think it could be pretty fun if we expanded it to a full game.
-Paul
