Summary:
Hera is a 2D puzzle-platformer I’m developing for flash. The setting is a very dark, ethereal place where a young man named Soren is trying to reach Hera, the mother of the universe. She is threatened by his efforts to reach her and is convinced that his arrival will bring about her subsequent demise. To prevent this, Hera constructs a series of lethal puzzles and mysteries. The main themes of the game are grief and loss.
Sound Design and Music:
Early on, I had the idea of writing the music first, and building the game around the themes and textures created. Very quickly, after realizing that I don't yet have the skills to build a project in this order, the notion was abandoned. I still really love the idea. For now, I’m using
tracks I wrote for another project and recording my own sounds here and there.
The Art:
Coffee-stained skies, that was the first visual idea. I have virtually no art background other than a few YouTube videos and some books. So far, I’ve made do by manipulating various game assets I've acquired through trade. But I’ve been setting time aside almost every day to (hopefully) get better at it. Consistency is the main thing; I’m attempting to create a world that constantly feels dark and uneasy. When I get the mechanics nailed down and smooth, I plan on spending most of my time developing the puzzles, art, and nudging Hera into weirder territories; like David Lynch-weird.
"The Heartbeat Tree"After some serious issues with GIMP which significantly slowed down productivity, I almost threw in the towel and payed for a Photoshop membership. Ultimately, the kinks were ironed out, but I’ll just say that if you have mac and you want to use GIMP, I seriously recommend
Simone Lehmann’s version over the native build; your neighbors will appreciate the lack of yelling and swearing at 2 in the morning.

It’s always been impressive to me when games get away without a HUD. Dead Space is the first game I remember doing this and since I like creating self-imposed limits, it seemed like a natural challenge. I do this with music all the time; example: if I’m writing a song for a game about pruning trees, I'll limit myself to using instruments and sounds that are primarily generated from wood, (clarinets, oboes, pan flutes, cellos, wood drums, etc) wind and maybe some cutting or snipping sounds. Even the effects would have to be ‘natural’ in some way (outdoor reverbs, log cabin delays, something like that).
About:
I’m a scientist by training and technically, this isn’t my first game. I took some C++ classes in college and once, I set the bar for mediocrity as a Python programmer; crafting command line word games, riddles, and even a classic hangman game. I built a few awful prototypes (like
Spanish fresco awful) in Pygame and Tkinter. Eventually, I stopped using Pygame as it’s virtually impossible, as far as I know, to utilize it in a modern web browser. Because my main goal is to work on great projects, I realized that I need to be able to share my work with others, even though it’s still kind of uncomfortable at this stage in the learning process. I’ve worked as a composer and sound designer on a few projects, only 1 of which didn’t crumble and burn. Writing music for games has been THE dream job for me for a long time. People here in the Stencyl community have been really encouraging and helpful; plus there are SO many good games on here for inspiration.
Current Work To Be Done:

1) The controls. Being a platformer, it’s especially crucial that the movement and jumping controls feel fluid and smooth. Actor collisions (no tiles) exclusively make up the movement in the environment, which has proved challenging in parts (I’m thinking of scrapping this idea). I explored certain topics to help, average human response time (160 milliseconds for auditory, 190 for visual stimulus), coding fudge factors, but they still need some tuning and there is a lot more for me to learn.
2) Need to get better at puzzling
3) Need to get better at arting
4) Will probably need to hire a character designer
So much great info is available in so many dev journals and I’ve learned a great deal by watching other creators share their work, especially here on Stencyl. My hope is that I am capable of being just as transparent with what I learn while developing this project. Honest feedback is always welcome and appreciated.
I’m actually going to be taking a break from Hera for a brief period of time; the opportunity to craft the music and sound design for an amazing game recently popped up and I’d like to pour all of my efforts into that project. Might even learn something valuable for my game in the process.