RMMV ALMANAC The Third Portal

Discussion in 'Games In Development' started by Arend Galenkamp, Aug 2, 2018.

  1. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    A 2,5D Portal game filled with clever puzzle solving and collectables,
    you play with it as much as it plays with you...


    It's a cold christmas night, you made a fire and are making pizza. Suddenly, a scream!
    As you and your brother rush outside, you see a portal. Time to investigate.


    [​IMG] [​IMG]
    Are you a boy or a girl? What's your name? Do you want to travel between portals?​

    Settings and Worlds
    0: Pizza Time (Intro)
    1: A Christmas Carol
    1: New Light
    2: PT
    2: Fairytales of the Forest
    2: Dalton's Library
    3: Signs
    3: Pure Imagination
    3: The God Complex
    4. YinYang
    4: Big Bang
    4: Temple of Doom
    5: Fantasia

    The worlds are each labeled with numbers, which indicate the different layers of the game. In each World, the games analyses your behaviour and determines what your next world should be based on your behaviour. Keep in mind that each world is very different but the shrines spread over the same layer are kept the same to maintain player interest and to not make a large difficulty shift with each new World.
    - Every World has ~6 Shrines.
    - The player has to solve Shrines with portals, all (~80) of their puzzles are based on that mechanic.
    - The Worlds themselves have their own mechanics too: light, seasons, electricity, fire, ice, time (to destruct or build buildings, or to travel through time), different floors which affect each other, (moral) conflict solving and a mechanic that let's you place and move rooms around 1 central room.
    - Orbs are needed to progress (each world has a big, stone portal that requires Orbs to work), you get them by finishing Shrines and finding all 6 socks, hidden in each world (6 socks give 1 Orb). 100 Coins grands you the sellers' special secret.
    - With each Worlds' mechanics come new powers in the form of Fairy's that will help you. You can change to them with buttons 1 through 5 and change back to human by pressing the button of the Fairy you are on that moment. Fairy's all have their own special powers, and all of them fly.
    - There is a lot of humor and fun. R&M like as well as word plays and just plain ridiculous but awesome stuff.
    - Everyone plays ALMANAC via a different path, each ending will be different based on your choices and the path you took because of them.

    Key Features
    - 2,5D like a pop-up book
    - Pixel Precise, 8-Directional Fluent Movement (with WASD and Controller Support)
    - Beautiful Settings, Astonishing Lighting and Gorgeous HDR Characters & Tilesets
    ~13 Worlds, ~80 Shrines, ~1450 collectables, ~400 NPC's
    - Lots of replayability
    - Really fun gameplay and weird humor

    Demo Download Link
    There is no demo available yet. If it becomes available, a link will be posted here to play it on https://viegoltech.nl/ALMANAC

    Release Date, Size and Price
    There are no Release Date and Price set in stone yet, but for now: The Release Date will be in 2019 and the Price will be between 15 and 20 Euro's. It will be sold on Steam, via https://viegoltech.nl/ALMANAC (preferable since Steam does take a cut) and I'm looking into the Nintendo Switch. At this moment in time (3 November 2018) it's about 750Mb and *1* normal playtime would be around 5 hours. But that's coming from the one who designed the game and knows all the solutions to the puzzles.​

    Developer Background
    First of all, thank you for reading all of that. I've been working on this project since october 2017 with each week spending at least 80 hours on it. Programming the user generated portals and developing puzzles with it are by far the hardest part. The most tedious thing to do was remaking the playable character sprites (all 7 characters needed to have sideways movement and "still" movement. That being said developing ALMANAC is far from over, the last 10% is always 90% of the work.

    24 Sep – 30 Sep: Fixed diagonal walking speed, made all Tilesets and Animations HDR, fixed slight pixel-shift on events, started HDR editing on Character sprites, Resolution changed from 896×504 to 912×840, Cleaned up unused data, Added New Music and Sound FX, Added Static Crystal Movement.
    17 Sep – 23 Sep: Added Shrine Decoration, Fixed Walking Speed, Started Color Adjustments, Continued 8-Directional Character Sprites (Fairies), Tested Crystal Color change on Fairy Change.
    10 Sep – 16 Sep: Finished WASD-button fix, Fixed Fairy call buttons 1-6, Fixed lag on map change, Fixed game to stay stable at ~60fps in 2D, Deployment Checklist written, Finished Lighting fix, Added multiple Coin Lighting.
    3 Sep – 9 Sep: Started WASD-button fix, Added Portal Shock, Started Lighting fix, Fixed Event Lighting, Finished Lighting fix, fixed broken fullscreen function.
    27 Aug – 2 Sep: Added Gameplay-flow, Added Coin lighting, Fixed portals after variable error, Solved Multi-level portals conflict, Made Crystals pull-able and push-able, Fixed 2-portals bug, Fixed bug in Crystal.

    Kind regards,

    Arend Galenkamp
    Last edited: Nov 6, 2018
  2. mlogan

    mlogan Global Moderators Global Mod

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    @Arend Galenkamp When you are ready to release it for sale, please be sure that you post it in the Commercial Releases section. Thanks and good luck!
    Arend Galenkamp likes this.

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