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Isola was, and still is, intended to be a dynamic, animation-rich, beautifully rendered first-person adventure game production. Isola's release strategy has been reevaluated in much the same way that 'Vivid Minigolf' and 'Prodigal' were - to be more specific, efforts to release any content on iOS have proven unsuccessful, due to Apple's current policies, and their unclear, inconsistent, and generally frustratingly high standards, as well as their lack of clear communication. In practice, this means that Isola will probably be restructured and released as an episodic series of Mac/PC games in the Unity engine - Unity is the same engine I'm using for Panoramic Worlds and Miniature Multiverse, among other projects. There'll be - someday, perhaps early 2022 - releases on Mac/PC through the HornbostelProductions shop connected to TriumphantArtists.com , as well as on my Itch.IO shop. I have debated the details of release over and over. The reality is that this project has consumed an immense amount of time and money in the past, and that I will need to find some way to compensate for those expenses. This project has taken me years to complete, and I will likely end up charging a little bit - about $2 or so, for the full version. The graphics are likely the strongest point of the game; the imagery is quite extensive and there's a great deal that hasn't yet been shown to the public. Unfortunately, the ambition of this project - and the process of reworking it all in realtime 3d, and the fact that I'm spread thin between many projects - also explains why it is taking years on end to complete. I have also often put this on the backburner in favor of smaller projects that are closer to completion. There are a large number of places to explore in this game, places which I've crafted carefully and assembled into a compelling, beautiful gameworld. The game is absolutely loaded with animations... from the character cutscenes to the transitions to the ambient animation and interactive bits of the world. The graphics are also fairly high-resolution - which, when combined with the scope of the game and its animation-rich design, will result in a very large filesize (potentially 3-5 GB). That is why I'm somewhat inclined to split it into multiple parts! The audio is also pretty solid, and the story is engaging and actually fairly cohesive, more so than the very open-ended effforts like 'Panoramic Worlds' which, by contrast, inherently struggle in storytelling terms as there's no clearly definitive narrative end point... with Isola there's a very clear arc from start to finish and it's finite but also very ambitious... the puzzles are varied but all relatively easy to solve by adventure-game standards. (That's a disappointment to hard-core adventure gamers but good news to those who like easy puzzles and casual gaming. Expect puzzle difficulty halfway between the super-simple and minimal puzzles of something like "Gone Home" and the stumpers of a serious, genuine adventure genre game like, say, a Myst title.)
If any of the other games does well before Isola is fast-tracked it'll help me get this done that much better and more efficiently when, in due time, it is shifted to my top gamedev priority again. And as you'd expect, since the newer, reworked form of Isola is going to be realtime 3d in Unity there's no good reason it couldn't ultimately see release on major stores like Steam, and be quickly ported across multiple platforms once fully reworked, the same four as are targeted with games like Panoramic Worlds and Miniature Multiverse. (namely - Windows, Mac, Linux & Android) |