Penumbear: It Moves

This is part of our series on Penumbear. Check out our introduction to the series and an overview of the tools we are using.

Spent the night making this little koala-guy walk, jump, breath, twitch his ear and blink. This dood's awesome.

We had some issues using Screenium to capture video of the animation process. If you know of a good replacement that works on Mountain Lion, please let us know in the comments or on Twitter.

Updated with gratuitous screenshot:

Code Name: Penumbear

In the past we have developed in secret and then revealed the game to the world when everything is buttoned up and ready for release. We've decided that for this title, we are going to open up the development process and share the experience of building a game. We are happy to present… Penumbear.

Yep, we are really calling it Penumbear. At least for now as the project's code name. Originally we were using Penumbra, but that name was already taken by another game. The name of the game will likely change prior to release, but we need something to call it in the interim.

This project started off as a tech demo. Sal was building a dynamic lighting engine for another project we are working on.

Various game mechanics that utilize light kept popping into Sal's head as he developed the engine. One of these ideas grew into Penumbear.

In Penumbear, you are a koala that walks on the line between light and shadow. You turn lights on and off, hopping from shadow to shadow, as you find your way from room to room. In addition to an array of lighting sources, a variety of dangers stand in your way creating a puzzle out of every room.

Sal usually draws some placeholder art as he develops a prototype and then Steve starts to refine the style until we settle on an aesthetic that works for the game. Steve sketched a number of possible main characters:

We settled on the bear. Who doesn't love a bear who dwells between light and dark? And yes, we know koalas are not actually bears. Our koala is not actually a koala.

We plan on posting regular updates on the development process, screencasts of art being drawn, gameplay videos, and anything else that comes up while developing Penumbear. We would also love your feedback on the project. If you aren't already, follow us on Twitter for regular updates.