New stage 1 in construction, and the Home menu

3 more weeks, more things are done and the progress is going well.

Let’s begin with the new stage.

We’ve finally made something what we want it to be: a true ruin sky tower! scene_view_1

scene_view_2 It is still under construction, but this shows the shape of great architecture in the sky. You are going to jump and bump in the 3 dimension maze, fight and figure out the puzzles.

And how this giant tower look like from far away? ↓ main_UI_rough

This is the concept draw of home menu. You are going to see the button of tower when enter the menu, when you balloon up, a view of the tower from button to top is going to shown.

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It seems things are doing fine, so next, what are we planning?

Yes, the BOSS ……

We think it is a good idea to drop some stages, and exchange the time to build BOSSs. After all, it is not important how many stages , but how fun the game presents. Considering the setting and style of Forward to the Sky, what we have in mind for now, there are not going to be character BOSS. Instead, something like a battleship or machine. However, there’s another thought we should make a character BOSS, but that’s a decision left to made.

If we eventually decide to build the BOSSs, we are going to have to look for financial support. The BOSS art is going to cost something more than we affordable now.

Also, as some people has been asking – yes, the skeletons are made by bitgem3d. We bought it because it fit our art style well and we can save the time and budget for something else. And it is the only thing not made by us

So … How do you think? Is it a good idea we make BOSS for the game, or should we just keep on working within our budget? Would you support us if we are going to make BOSS, or you think it is a bad idea?

Forward to the Sky, plan and initial goal

There are so many interesting ideas we want to put into the game, Forward to the Sky. In the meanwhile, also afraid that we might not be able to finish it by adding all of them.

We want to make a great game players will love and enjoy, but also have to be careful, to ensure we are not going over-capability.

Forward to the Sky started at Oct 2013, it is our second project, the initial goal was making a small but complete fun game within a year. And try not to make the same mistakes learned form the previous project.

Time, members and budget are so important.

We got great members, most of the artist in the team are professional ( maybe I am the only one who isn’t ), all of them work in the game industry for at least 2 or more years. They are happy to work on the game with a reasonable pay, some even for free.

But that doesn’t mean the patient is going elapse forever.

And it has been 5 months since project started. To be honest, I was expecting to get the game done in March, far too optimism.  ( ̄﹁ ̄)”

The good news is, with more talented artists joined the team recently, looks like everything is getting better.

So, now, we are waiting to see how much we can finish before the end of March. A month-long time should be able to provide information to guess how much more time we need to finish the rest, and how many more things we can add to the game.

And that’s the plan, wait and see. I’ll try to persuade everyone in the team to work longer, and leave the decision of what to add into the game to you who like this game.

We’ll know the answer soon.

Scene art and new mechanisms

We’ve finally have some time to get used to each others.

Things are going on good way, however, we are also getting tired working in the morning and making game in the night.

Especially for those having terrible tiring boring day work, ha ha… ( ̄﹁ ̄)|||


Anyway, the game is in good progress, so don’t worry. FttS LogoThings done recently:

  • Logo design.
  • Art of scene is growing.
  • Music is working on the right way.
  • And most of all, the gameplay ( stage design ) are getting better since we’ve introduced more mechanisms.

Starting from the Logo, Nori did a great job again!

Look at the following Logo process, the early designs are cute, but don’t look like a good Logo, Princess’ eyes are capturing too much attention and the pose is boring. We discussed and tried many modification, and finally, can’t be more satisfied to the latest version: logo_design_progess_by_nori


The scene art, Kay is working on it.

We plan to make the scene really look like a something, not just things putting together. After struggling through a week or more to find the right style, we’ve finally got it work.Starting from fixing current assets, once they are done, more are going to be added to grown the ruin.

You can see the comparison, significant difference. scene_compare


Also, since last we’ve got so many nice music examples that help us a lot, Chris has came out a great one as well.

It is in progress, but really nice, mixing mood of relaxing and exciting, amazing.


Finally, let’s see the mechanisms we’ve added to the game!

The switch, what you see is how you use it: Switch

And something specially, the button, jump and push!

Ha ha, you don’t really have to jump for this one, just walk and press through it.

The button art isn’t ready, but that’s how it works , and there are going to be variants of button in different ways to get triggered or interacted, expect to see them!



The game, we are planing to have 9 levels ( stages ), now is about 3 ready in the first round, and we are going to fix them in the 2nd round to make them more fun.

That’s what we got for now, if you got any idea ( art, music, traps, mechanisms  … whatever ), share it and maybe we’ll put it into the game!