Project progress

Development

The game already exists. The next challenge is completing its production.

Totana 1578 has an operational technical and playable foundation: the monastery can be explored, missions structure the investigation, and objects, states, minigames and accessibility systems form part of the same experience.

3D production and illustrated narrative development are already under way. Funding will allow this work to expand, complete the remaining content and reach the artistic, audio and accessibility standards planned for the final version.

A working foundation

The project has moved beyond the conceptual stage

The technology is used every day to build and test the game. Current development combines established systems with ongoing visual production and narrative adaptation.

  • Operational game coreMovement, interaction, persistence, objects and missions work inside the monastery.
  • 3D production under wayRooms, characters, lighting and interfaces are already being integrated into the development build.
  • Narrative adaptationThe narrative foundation is becoming scenes, decisions, documents, characters and playable situations.
  • Accessibility by designSound-based orientation and its visual equivalents belong to the experience rather than being added afterwards.

Visual production in progress

The monastery takes shape

These images come directly from the current game build and show environments, characters, lighting and interfaces already integrated into the project. They represent work in progress and may evolve before the final version.

Real Totana 1578 screenshot inside the illumination workshop: the character stands on a purple tile surrounded by several coloured directional indicators.
Visual orientation system integrated into the development build.

Integrated accessibility

Orientation can also be seen

The purple tile identifies the character’s position, while coloured directional indicators bring essential orientation and action information onto the screen.

These elements belong to the real game. Visual information complements sound-based orientation so that the experience does not depend on a single sensory channel.

Visual narrative

From comic art to animatic

Some events in Totana 1578 will be told through illustrated narrative sequences integrated into the videogame. They are not consecutive pages from a conventional comic: each composition condenses a specific scene and selects its essential visual moments.

Production process

  1. InterpretationThe actions, reactions and changes that must be understood visually are identified.
  2. CompositionFraming, rhythm and relationships between characters, settings and objects are defined.
  3. AnimaticPanels are separated into planes to organise appearances, movement and points of attention.
  4. SoundVoices, ambience, effects and music are synchronised with the visual journey.
  5. IntegrationImage and sound convey the same event and support accessible and multilingual adaptation.

Sample animatic

This test shows how an illustrated page can be transformed into an audiovisual sequence. The camera moves through Cormac’s family, the inn where he grew up, the travellers and the stories that awakened his curiosity and eventually led him to investigate their origins.

Demonstration version without narration. In the final edit, framing and movement will be synchronised with voices, ambience, effects and music.

Technology and content

A playable foundation is already built

The purpose of funding is not to begin development, but to complete a work that can already be played, tested and expanded on solid foundations.

01

Investigation and missions

Objectives, requirements and consequences connect exploration with new clues, documents and narrative paths.

02

Minigames and deduction

Many of the challenges are already designed, implemented and tested within the mission flow.

03

Custom tools

Editors, catalogues, validators and internal systems support content production without rebuilding the main codebase.

View implemented systems and tools

Exploration and states

Movement, navigation, interaction, objects, persistence and permanent changes in the game world.

Mission engine

Tasks, conditions, decisions and dynamic consequences that structure the investigation.

Audio and VCS 6.0

Ambient and spatial sound, orientation and accessibility tools adapted to the isometric environment.

Content production

Mission editor, object catalogue, localisation, validators and internal utilities.

Next stage

Complete the production

Work continues, but turning this foundation into the final version requires larger, coordinated teams for art, sound, voices, accessibility, integration and testing.

Funding will make it possible to

  • Complete environments, characters, animations and interfaces.
  • Continue the illustrated narrative and its audiovisual integration.
  • Produce the final music, voices and soundscape.
  • Finish content, accessibility, balancing and testing.