ANNOUCING OUR LATEST COLLABORATION!

(SCHISM details following)



TOLEO

The time has arrived to officially announce Tantrum Tech's most recent creative fruits. Beginning January 2023 we have been invited to create music for Toleo, the debut platformer from Pale Blue Studios! (Bird is the word.)

Wishlist Toleo on Steam here!

This has been an exciting development for us as a brand, offering us a vector for pushing out in a specialised direction. Our contributions cover the majority of the in-game music and sound effects, with additional music being created by Family_Whale, an outstanding singer and songwriter sharing his work on Twitch.
Our development head and champion of the Toleo brand, PaleBlueCamel, has been streaming the development of the 2D precision platformer on Twitch for months, showcasing a variety of pixel art techniques, mechanics design, and programming approaches, as he has created the ancient world and distinctive denizens of Toleo.
Toleo delivers multiple modes of play covering intensity levels from casual play through to dedicated speedrunning, and conveys its charm and moreish gameplay loop through vibrant colour and crisp, clean details. We were impressed with Camel's commitment to creating a consistent and fluid control set based on the iron-clad principle of fun over features. Camel's design experience and passion for creating something not only unique, but damned good to play, have guided Toleo to an extremely high visual and gameplay standard. Toleo is the kind of game where you want to shove your siblings out the way so you can have a go, and it's a game through which we're ecstatic to deliver our own brand of dramatic and whimsical musical score.

Game and OST available April 2023


Watch Toleo development & PaleBlueCamel's stream HERE



STORY

The debut public release from tantrum Tech is best enjoyed as the playable story of a stranded asteroid miner named Arch. Following an explosion on his ship, he finds himself in a kind of interim spatial dimension called a Schism, a surreal place with a 'thickness' but still subject to some physical laws of a vacuum. Arch speaks over the radio with his surviving crewmate named Skits, who uses Arch's observations as inputs for the T.A.G, a parallel Quantum processing system which is standard to vessels of the era. Through speculation from the T.A.G and Arch's exploration, the pair deduce the nature of the Schism and discover a way for Arch to traverse the levels of the Schism and return to normal reality space.
Throughout his travels, Arch must keep the batteries in his Aegisuit charged up to provide his oxygen, and the Krystels - unknown mineral structures endemic to the voids of the Schism - are key to keeping his suit running. In addition to survival systems, Arch's suit includes a tool called a Lash which was meant to retrieve dropped tools in space. Inside the Schism however, it packs much more of a punch, and pulls Arch towards his target.
The Schism is not only filled with crystallic minerals, but entities which seek the energies provided by the Krystels in a similar way to Arch. The entities are not bound by the same physical limitations as regular matter, and their immaterial nature together with their attraction to ionised energy give Arch much more to worry about than simply finding his way out.


Download free full version or support HERE


MECHANICS

Schism's Lash was designed to explore how a grappling mechanic could be used in a less frustrating way adapted for low-gravity exploration. The result is a combination of a direct-to-target increase in speed, and an auto-climb mechanic which positions Arch in a stable position atop each Krystel he lashes to. The Lash consumes some battery power to use, but provided Arch is using it in deliberate jumps from Krystel to Krystel, his air supply will remain constant.

The movement controls provided a unique challenge to the development team, requiring that Lashing caused the player to gain speed in the forward direction. Typical scripts for grappling
mechanics provide only a rope-swing, or elastic-band style of movement, and many iterations were done to find a suitable way to grapple. The final script allows the player to control much more of the speed, and in some cases allows them to release the grapple mid-way through the movement to change target. The intended feeling was to mimic the behaviour of electro-magnets at a longer diatance than typically possible.



Check out our next title Flywheel in production right now!




ART STYLE AND DESIGN

The palette of Schism was directly inspired by the limits of the visible light spectrum. Infracite and Ultinum were based on the Infrared and Indigo extremes of colour, with Ambichrome serving as a mitigating element in between. The shapes of the Krystels were made to resemble features of Selenite, Bismuth, and Quartz, but were modelled to appear more 'blocky' as if some force was inflating them from within. Future releases covering the lore in the Schism universe will explain more deeply how the Krystels are expressed into the voids from 'somewhere else.'
The Strange Matter barriers were made to look like plasma atop water, projected onto glass, refracted by cells. The initial design was much more opaque but far too close to the colour of Ambichrome, which resulted in the Krystel blending to near invisibility.
Our wide open spaces and skyboxes were based primarily on how cloud-cover looks when photographed from the ISS. We wanted the levels to have a maze-like quality, but maintain the sense of vastness and the freedom of open space. In the interest of evolving the play-value and puzzle aspect, future installments will move on to include more restrictive spaces, but as an exercise in making mazes by using wide open spaces instead of cramped corridors, we think we've touched on something we can refine and build on.
Another guiding style choice was to try and capture the recursive and infinitely complex nature of fractals, the Mandelbrot Set in particular. Entire subcultures of art exist in the pursuit of exposing the orginic beauty of the formula, and the many examples of organic fractal recursion in the natural world. A fractal theme was chosen to loosely govern how we wanted to adapt real-world properties of the Standard Model (of Particle Physics,) and although our playtesters revealed that the translation on screen and representation throughout the playthrough wasn't as strong as we wanted, we have drafted a stroyline for the sequel which makes fractals far more integral to the story and behaviours of Schismic elements.
Our last heavy style influence concerns the HUD design. The final forms of most on-screen elements are decidedly simple, with the intention of making them easy to interpret from the periphery. The transparent white of most icons was chosen to emphasise the importance of the coloured components, and in several cases the sprites were redrawn in a vector based editor (Inkscape) to better achieve a fine point at the ends of the shapes. Plans were scrapped to make the HUD look like it was projected on the helmet visor, because we felt it was becoming too much like existing space-themed shooters.

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