Posted by William

It’s been a year since the development of Seasons after Fall has been frozen due to financial issues, and some of you are starting to be impatient to see our fox running in the countryside again.
Of course, that’s something we understand because we feel just like you.

2011 has been the year of Blocks That Matter, and a pretty good one. We will write about how Blocks That Matter has been received by both players and journalists, later, but you have to know that thanks to everyone who bougth, played and wrote about BTM we will be able to keep making games in 2012.

Have you noticed the fox in the intro of Blocks That Matter?


Posted by William

In September 2009, Guillaume and I became full time indie developers and started working on Seasons after Fall.

In September 2010, the game was playable by everyone in a wip version at the Festival du Jeu Vidéo at Paris. Two months later, Seasons after Fall received the title of “Best Game Project 2011″ at Game Connection.

Will September 2011 be the release date of Seasons after Fall ?
That’s what we had in mind, but when we came back to work after our Christmas holidays we had a pretty bad surprise in the mailbox.


Posted by William

This year, the 10th edition of Game Connection Europe organized a new free contest titled “Selected Projects”. Its objective : showcase and identify promising games in production, mostly “small” games made by quite unknown developers.

A dev friend told us about the contest two months ago so we submitted Seasons after Fall. And it seems like the jury liked the concept and mood of the game enough to made it one of the 20 “Selected Projects” games.
Being part of this program allowed us to meet other professional developers but we also had the opportunity to pitch the game in a really short but efficient 5 minutes session to some “key people” like editors and investors. We (Guillaume, William and Buster) had lots of discussion to choose the good guy/cat for this presentation, and we finally decided to send Guillaume.


Posted by Guillaume

WHAT? One month since last update?
We can’t be serious!

Don’t worry, we are not dead (yet). It’s been a busy month and you will see this in some future articles. But for now, let’s talk about some tech used in Seasons after Fall.

Today we are going to talk about spritesheet animation. But before we proceed, we are going to take a look at some vocabulary.

>> Vocabulary

Vertex

A vertex is a point in space. Composed with 2 other colleagues, vertices form triangle shape.
Generally, a vertex gets attributes like position (x, y, z), normal to the surface it belongs to (nx, ny, nz), color (r, g, b, a) and texture coordinates (u, v)

such a lot of infos in such a little space


Posted by William

As many indie developers (and a lot of talented ones) did this year, we entered the 13th Independant Games Festival with Seasons and a trailer :

That’s it, Seasons now has a full title : Seasons after Fall.
We think it represents what the game is in term of both gameplay and “universe”. Hope you’ll like it !