The Indie Game Magazine August 2014 | Issue 40 | Page 15

with the advanced audiovisual capabilities of today’s modern hardware. Our goal is to create something nostalgic and familiar, but also sleek and modern. The 2D RPG, and even the JRPG genre as a whole, has been dying during the last decade, and we are trying to completely rebrand and reinvent it here. Graphically, Elysian Shadows takes old schoolstyle pixel art and mixes it with advanced modern dynamic lighting and shading capabilities. Our engine boasts per-pixel dynamic point, spot, and directional lights along with pixel perfect shadows. The geometry itself is also being rendered entirely in 3D space with bump mapping and specular highlights, allowing us to dynamically change viewpoints between the classic, overhead 2D perspective, and a completely 3D view, in a manner that no other 2D RPG has ever attempted. Technically we are a 3D game with a 2D skin. Our audio engine is similarly ambitious, and features the same marriage of old and new. The background music itself will dynamically change to match the action and tension-level of the environments, adding and removing instruments seamlessly to match battles and boss fights. The engine is also fully positional, offering surround-sound in 3D space, not just 2D. The player standing way above a growling enemy on a bridge will hear the enemy below them. The soundtrack itself borrows chiptune sounds and samples from the old school Super Nintendo and Genesis games that everyone knows and loves, and fuses them with modern instruments, choirs, electronics, and production techniques, creating a sound that is both new and old. For example, one of our boss themes fuses guitars, synthesizers, and the Sega Genesis’s trademarked sound driving the melody, complete with an intense drum track sampled from Sonic the Hedgehog 2. The gameplay also offers similar innovations to the entire genre that should be immediately apparent to players. [Protagonist] Julien runs and jumps in full 3D space, offering action and platforming mechanics to the genre, and additional exploration depth. Battles are initiated in-place, and are highly action-oriented. Our physics engine plays intimately into combat, as players can pick up and throw objects at enemies— you can even drop a potion from your inventory and smash it over a boss’s face in a last, desperate attempt to deal damage. Many spells directly interact with the environment, as it is more than just a static back-drop in ES—it’s an interactive aspect of the game providing another level of strategy to battles. IGM: Tell me a bit about the world Elysian Shadows takes place in. What sort of conflict triggers the events that set the story in motion? TES: With Asphodel, we set out to create a lush and diverse world. We wanted something colorful and exciting to explore, offering a variety of biomes such as forests, beaches, tundra, volcanoes, plains, etc. The 15 The Indie Game Magazine | www.indiegamemag.com