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ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
using UE4 to enhance the retro-styled pixel artwork. made by Cardboard Sword, published by Chucklefish Games (Stardew Valley publishers)



gardens.png

cavechase.png


twitter: https://twitter.com/siegeandsandfox
site: https://thesiegeandthesandfox.co.uk
 

Kalentan

Member
Oct 25, 2017
44,624
This looks really good and familiar... Wasn't the developer posting about this in the Indie thread either on here or the old forum?
 

Ra

Rap Genius
Moderator
Oct 27, 2017
12,201
Dark Space
Man I might be Metroidvania'd out for a while. Game looks nice but I need to play some other genres for a good period of time.
 

Lizardus

Member
Oct 25, 2017
1,276
Oh man, it reminds me of Mark of the Ninja (one of the best stealth games of all time), can't wait. We don't have many 2D stealth games.
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
Thanks all for the lovely positive comments, and to @OP for posting this. I was actually going to share this in the indie dev thread, afterall...
Looks beautiful. One of the developers posts in ERA iirc.
That would be me, though I've not stopped by recently due to being really busy. I'll try to get back again more often.
In for Switch version.
We've not announced any specific platforms yet, other than 'PC and console', but we also haven't ruled out any Unreal 4-supported platforms. So it's 'wait and see' for now : )
This isn't the only 2D game using UE4, but I wonder why there are so few.
It's not been smooth sailing all the way for sure, but no where near impossible either. There does seem to be a common assumption that Unity is the go-to 3D engine for 2D, and that it's too difficult in Unreal. We've tried to help people where and when we can, and made this getting started tutorial video too. I must take this chance to plug the PaperZD guys also, as their tool really helped us out massively. Check 'em out.
pls don't say this also comes out in August :D
It doesn't come out this August : )
This continues to be my most wanted game. Need a release date!
Thanks so much. We're still staying quiet on release dates for now. We don't want to shoot ourselves in the foot by announcing something we may not be able to stick to. We'd rather have a shorter window between announcement and release and know the promised date is correct, than give something a long way in advance that could be made false under so many unforeseeable circumstances.
Where the Steam page at.I need to wishlist this so I can remember to get it :P
Soon!
Getting prince of Persia classic vibes.
Oh man, it reminds me of Mark of the Ninja (one of the best stealth games of all time), can't wait. We don't have many 2D stealth games.
Two of our biggest influences for this title, so glad people pick up on them.
 

Chris Wilson

Member
Nov 12, 2017
2
Hey everyone! I'm the designer on the project can't remember if I ever introduced myself on here. Glad the trailer seems to be going down well, do let me know if you've got any other questions .... That aren't about platforms or release date
 

Lizardus

Member
Oct 25, 2017
1,276
Hey everyone! I'm the designer on the project can't remember if I ever introduced myself on here. Glad the trailer seems to be going down well, do let me know if you've got any other questions .... That aren't about platforms or release date

Will we be able to "ghost" through the whole game or is engagement with enemy required at certain points? Hoping for alternate paths and such.
 

Chris Wilson

Member
Nov 12, 2017
2
damn

here's one, while you only announced "consoles", has Chucklefish already extended their hand for a potential retail release

also, I'd like to see how you set up your textures for lighting interaction

Here's something I made earlier (with lots of help from the artists) - https://youtu.be/a1hKdNauLLw
Let me know if you need more information.

Will we be able to "ghost" through the whole game or is engagement with enemy required at certain points? Hoping for alternate paths and such.

We're aiming to support a 100% ghost play through, and so far that seems to be working out just fine. Our player character has lots of movement options even before we talk about unlocked abilities, so multiple paths is always going to be an option!
 

Rei Toei

Member
Nov 8, 2017
1,519
Very interested in this. Style reminded me of Final Fantasy Tactics characters at times, while with the stealth elements, the Oddworld platformers also came to mind.

Thanks for keeping us updated!
 

Dmax3901

Member
Oct 25, 2017
7,865
Holy shit imagine a LTTP or Super Metroid remake in this Unreal 4 enhanced sprite stuff we've seen with this and Octopath.
 

rocketpunch

Member
Dec 19, 2017
469
Looks very promising!

I know it's not finished but I'd like to see a couple tweaks to the animation as certain animations don't match the speed the character is moving. Also add a landing animation (when the character lands from a jump or fall) that can be canceled out of. It's always a pet peeve of mine when games ignore this as it adds so much to the feel of the game/weight of the character.

Anyway, good luck all!
 
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OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
I know it's not finished but I'd like to see a couple tweaks to the animation as certain animations don't match the speed the character is moving. Also add a landing animation (when the character lands from a jump or fall) that can be canceled out of. It's always a pet peeve of mine when games ignore this as it adds so much to the feel of the game/weight of the character.
Yeah, we are aware of the mismatched timing with a few animations. It's an ongoing process balancing movement speeds with situations in the game, so until we're happy it's pointless changing the animations each tweak. They will likely be off until we're sure the motion speeds match gameplay requirements.

We do have a landing animation for when falling down a long distance, which temporarily incapacitates the player and makes a loud noise. For common fall/jump distances it is a balance between a player's desire to instantly move after jumping onto another platform, and animations looking sleek. We'll see what works and go with that.

A limited physical copy run is something we are definitely considering.