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Announcement

Selling Sunlight on KICKSTARTER!

Hello, radiant and luminous friends!
We just launched our Kickstarter campaign. We don’t really know what to say about this apart from "AAAAAAAH".



Please consider backing us if you:

  • Want to enjoy a relaxing game.
  • Hold a grudge against the Sun.
  • Like words and bees and watercolors.


Spread the word! Tell your friends!
Remember that if you’re still feeling unsure about what we’re about, you can try out our demo first. You can download it directly from this website!

Thanks for your support, and may the Sun always shine on your path.

Progress Report

Pre-Alpha demo released! Kickstarter SOON

Hello, radiant and luminous people!
We’re releasing our demo today! You can download it from this page.

Keep in mind that this is a pre-alpha release - there are bugs, everything lacks polish, and most importantly, the demo is very linear. We decided to make a short linear story so you could experience a bit of everything without getting lost: in the complete game, you will be able to move between different cities and storylines as you wish.
Think of it as "an ordinary day in the world of Selling Sunlight".

You can also see a preview of our Kickstarter page here: https://www.kickstarter.com/projects/cosebelle/1323542761?ref=334538&token=4c72184e
Mind giving it a look and telling us if everything is clear? We'd really appreciate your feedback! You can leave a comment directly on the page, if you prefer.​

Announcement

A Kickstarter! AAAAAAAAH

Hello, radiant and luminous people! We’re here to announce you a big scary exciting news: we’ll launch a Kickstarter campaign for Selling Sunlight in a month! The 19th September, to be precise.

Selling Sunlight started as an one-girl diversion from a boring office job, but the scale of the project has grown as more talented people have become involved. Our Kickstarter goal would allow us to focus full-time on the game, and release it to you even sooner. It would also help us to fairly pay more awesome people to help us make the game extra pretty, strange and cheerfully gloomy.

We’re still working on the various rewards, and that’s why we need YOU: take this survey! Tell us stuff! It won’t take more than 5 minutes of your time, we swear. Help us give you something nice in exchange for your support.

We’re now squashing the last bugs of our shiny demo, which we’ll release to you all before the Kickstarter. We’ve getting so much stuff done lately!
Look at all the things we did in those past three months (click on the screens to enlarge):





  • Increased base resolution and resized all the assets accordingly. Prettiness got increased by 75%!

  • Shiny new UI.

  • Started working with Lucy, a talented freelancer who’s now taking care of all our character sprites.






  • Replaced ugly standard assets with our hand-painted world map.






  • The bartering interface now finally makes sense.

  • You can now finally buy stuff! (No selling at the moment, though. That’s very hard to program.)



Expect a link for the demo in 2-3 weeks, along with an early peek at our Kickstarter page.

Until then, may the Sun shine on your path.

Progress Report

Devlog #3: oh, the places you'll go!

Devlog #8: oh, the places you'll go!


Chiara, our background artist, has finished painting the world map.
It's almost taller than her.


We're not joking.


In Selling Sunlight you're not an adventurer, but a merchant: exploration is not focused on discovering new places, but on deepening your knowledge of the routes you spend your life traversing.


Final result. Look at the cute cart Lucy made for us!


Some of the random events that happens while you travel are about discovering new locations, like a lake, a cave full of crystals or a small village. By putting a mark on the map, you will be able to revisit that place, slowly filling your usual travel routes with interesting spots only you know about.


Scanning the word map was also a good occasion to finish a dreadful task we’ve been putting off for too long: post-processing all the other backgrounds.
All our backgrounds are drawn on individual pieces of paper, so transforming them into actual maps you can walk on requires a fair bit of Photoshop wizardry.
First we make the collision maps, which are pictures that tell our engine where the characters can walk. To make one, we simply need to paint all the impassable areas red.


You shall not pass on the red stuff.


Then we cut all the elements you can walk behind, like columns, tables etc. and save them in a separate level.
By mixing those three layers together (base layer, collision map, overlay level) we get a playable map you can explore.


Last but not least, a small news: we'll be showing our game during the Milan Games Week this September! If you're in Italy, come say hi!
We're also in process to applying for other conventions like EGX and AdventureX. Fingers crossed!

Progress Report

Devlog #2: new friends!

Hello!
During the last two months of development we have consolidated our team, saying goodbye to some occasional helpers and welcoming two paid freelancers that will be capable of giving more time and energy to the project. They are both incredible artists and have been working wonders! Let me introduce them to you.

ART
Lucy Kyriakidou (http://www.lucydoesart.co.uk/) is the artist now in charge of our character sprites. She somehow managed to translate our ramblings about elegance and Art Nouveau into this:


First sketches for the sprites.


She can also make people move. Pure wizardry, I tell you.


Strut like a merchant.


Since her sprites are more wiry than our temporary assets, we decided to slightly enlarge all our backgrounds to avoid shrinking her art.
Combining everything together, we got this - and we’re all damn happy with the result.


We hope you’ll like it as well.
Let us know!


MUSIC
We knew we needed a composer well-accustomed to strangeness for this game, and a name immediately sprang to mind: Devin Dilbert, composer of award-winning indie game Glitchhikers. We believe he’s very good, but judge by yourself: you can listen to his tracks - and buy them - on his Bandcamp page.


Glitchhikers is a game about driving during the night whilst trying to stay awake.
It’s good, it’s free and you can play it on Itch.


You’ll be able to hear one of Devin’s new tracks in the trailer we’re putting together, and that we'll (hopefully) show you this month!
Until then, may the Sun shine on your Path.

Game Design

Devlog #1: Moving forward. Standing still.

"...the end."
"That's it? That story had no moral, what was the point?"
"Stories don't need a moral to have meaning."
"Ah, there it is."

@ASmallFiction
- - -

Works of fiction need to have a meaning. This is especially true for a game like Selling Sunlight, which doesn't have a strong overarching plot but lots of small intersecting storylines. Having a central theme helps with keeping the tone consistent, making the narrative more coherent and compelling.
Finding your game's theme means answering the most difficult question:
what is the game exactly about?

“BEES EVERYWHERE” is usually a good answer when in doubt, but this proved not to be the case.
Regrettably.


When Selling Sunlight was still "unnamed merchant simulator RPG" I tought our main theme was "the value of things".
How much is a man's life worth? How much are you willing to sacrifice for business?


It was a pretty dark theme, now that I think of it.
(© Recettear: an Item Shop's Tale)


Working on the main storylines, I realized the game we were making wasn't really about money: we were using bartering as a way to connect with people - as an excuse for befriending other merchants and getting dragged into their personal storylines.
The main character is an outcast, forced to a life of never-ending wanderings. But by traveling, they can touch the lives of those who usually stand still, bringing a new point of view to people in need of a change.
Because in a word that stands still, you will have to move forward.
This is our new main theme.


Speaking of our main character, their race is one of the main things you can personalize. Here we're experimenting with skin tones.
Do you feel they're diverse/representative enough? We'd like to hear your opinion!
(And yes, you can be a plant! Of course you can be a plant.)


Until next time, may the Sun shine on your path.
Hope you won't get burned.

Announcement

An interview with Failbetter Games

We sent our writer to the far North to learn to speak like a True Englishwoman and make better games. The Failbetter Games folks - makers of Fallen London and Sunless Sea - decided to pick her up as part of their incubation program.
This interview to the whole team was originally posted on the Failbetter Games Blog:


How did Selling Sunlight come about?

Giada (writer): I was working in a marketing agency, where I was spending most of my time playing Fallen London during office hours and farming games at home, to heal my soul.

I was lifeless. I was bored.

Sometimes you work on an idea carefully, and sometimes influences just brew subconsciously in your head and then explode. At some point I just knew I had to make exactly THIS GAME – then I had a job no more, and so I started making it, because why not. Friends got curious, someone started asking “can I draw the little cute icons for the items?” and a team was formed. Accidentally.


Where does the name Selling Sunlight come from?

Giada: We made a big list of word related to our game’s main themes, which are:

- Traveling vs. standing still
- Buying and selling
- The sunset
- Bees

Then we just meshed the words together until something nice-sounding came out. Not very fascinating, I know.

Chiara (background artist): I remember we were torn between this title and Sunlight Seller, but Selling Sunlight just rings better.


Tell me a bit about the player character in Selling Sunlight.

Giada: Your character did something BAD, and as a result has been forced to lose their identity and wear a mask.

We want players to truly immerse themselves in this world, but this would have required countless customization options. By having a faceless character, everyone can decide what’s behind the mask! This also makes you no ordinary merchant, but a MYSTERIOUS RASCAL. Non-player characters will also have a reason to be curious about you, making interactions more natural.


The world in Selling Sunlight is stuck – the planet itself used to turn, but no longer does. What kind of design and story opportunities does this offer you?

Giada: The planet stopped turning only 300 years ago, so people are still getting accustomed to the changes. Different communities now share a very tight habitable space, and they sort of tolerate each other, but old grudges are still very much alive. There’s also a religious crisis ongoing, because the Sun was once considered a God.
Someone believes that the Earth fell in love with the Sun, and now can’t stop looking at him. Others just think that the Sun is trying to burn everyone.

Chiara: Besides the storytelling options, a still world has an undeniably charming atmosphere: everything is suspended between darkness and light, nothing is clearly defined and everything is mysterious. Exactly like our stories and our characters.


What inspired the watercolour art style?

Anita (character designer): We decided to do what we’re best at: traditional drawing. The whole project is based on the feeling we could make an awesome product without fancy materials or shiny graphics. Of all the choices we had, watercolours happened to perfectly fit the mood we wanted for the game, as well as being our first choice in traditional colouring.

Chiara: I admit watercolors aren’t my favourite medium, but as Anita said they perfectly fit our game’s atmosphere. Background after background, I’m starting to appreciate their versatility. Trying to get the lighting just right in every picture is proving to be especially difficult and exciting.

You’ve chosen a combatless experience in this game – what inspired that choice?

Anita: The game we wanted to make had to be relaxing, yet challenging. Also, it seems like fighting is almost your only choice when it comes to RPGs: we’re so used to get out of every uncomfortable situation by drawing a sword! How about something different, once in a while?
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