Thursday, October 30, 2014

Download now the demo prequel: Posterity


The team Frenetic Experience Studio is proud to present the first demo of our game in development: Birth of Papyrus.


http://www.freneticexperience.com/files/Birth%20of%20Papyrus%20-%20Posterity.zip

Platform: Windows
Language: English, French
Play time: ~10 minutes

We call this demo "Posterity." It is an improved release from what we presented at the "Stunfest 2014", a French video game festival.
We intend to make others throughout the development. For each, we will present a few minutes of new gameplay that will serve as prequels to the final game.

That is two and a half years that this project exists and makes its way gradually. The release of this demo is a way for us to turned a page and go ahead. We want to restart on a new basis and communicate more seriously about our game. We're going to change of engine in the days to come and revise gameplay, visual and scenario. More on that in a future post.

We value your opinion. Feel free to leave a comment.
If you encounter technical problems, bring us the details and we will do our best to solve it.

Have fun!

Monday, March 17, 2014

Presentation on IndieDB

Here's our first article on IndieDB. 
We try to see if there is an interest in duplicating the contents of this dev-blog by keeping both IndieDB and Blogger. Give us your opinion.
Link for the original news : http://www.indiedb.com/games/birth-of-papyrus/news/birth-of-papyrus-presentation

Hello world! Welcome to our first post!
I present myself in some words: Rémi Morillon, aka ReMinœr, 20 years old, founder of Frenetic Experience Studio.
And you?
...
We will not go far like that.
I have an idea: I'll ask questions like if I were you and I'll answer as if I was me. This way you have nothing to do.
From now, your voice is a title. Let's go!



I'm a neurotic and soulless player who are looking on IndieDB for curiosities, waiting for the release of Dark Souls 2 on PC.


I am a computer science student who develops a game during his free time with a team of volunteers called Frenetic Experience Studio. And I am also waiting Dark Souls 2.

High five! Talk me about your team.


Frenetic Experience Studio is a French amateur team of video game development.
It's a meeting of young enthusiasts students or freelancers from different backgrounds who want to express themselves artistically through their passion for video games.
We aim to create alternative gaming experiences, confronting players with new emotions and bearing a pronounced narrative dimension. We are also very concerned by the ethics surrounding our creations.
We are working in our free time and remotely due to the geographical distance. We are determined to give life to our projects and our ambition is to make discover our creations to the greatest number.

Whoa. Super speech.


Glad you like it. It took me a lot of time to formulate.

Second question: do you like frogs?


Yeah sure I'm French.

“Tour Eiffel être bon fromage.”


God bless you.

You say you want to show me a project. What is it?


We develop since two years a project called Project Papyrus. For celebrate our launch on IndieDB, we decide to revealed the final name of our game: Birth of Papyrus.
Birth of Papyrus is a platform/puzzle game telling the story of two ghostly girls traveling between two worlds.
You control Jem, a little girl of 11 years, when she wakes up in a dreamlike parallel world.
Exploring the world in search of signs of life, she will be at the heart of unpredictable phenomena: she is regularly teleported into the real world, in places which are familiar.
She will meet her twin Hina, whose presence is quite ghostly, as well as her imaginary friend, taking the form of a shadow with a top hat.
Jem will realize that his own presence is anything but normal. She is alone, transparent to the eyes of all and suffer from this solitude. Then begin a quest for existence, looking for a prince who can cure her illness and for answers about her dark fate...

Eh! I see exactly the same speech on your website! Cheater!


*You are well on the ReMinœr's answering, I'm currently unavailable...*

And your English is really strange.


*...any comments on my English will be sent to my language teacher after the beep*

Why do you come on our IndieDB peaceful land?


Since the project began two years ago, we never tried to communicate around the game. The project progressed at its own speed and continued to enrich every day. We were focused on the design and had no great thing to reveal anyway.
Today, we want to share with you our creative adventure. We want to be confronted with your feedbacks to make the best games possible.
In addition to providing regular updates on the project, we also plan to write some technicals articles related to the game in order to maintain a dialogue with you and introduce the vision surrounding our project.

“The wind is rising...?”


“We must try to live.”

Why do you want to be an indie developer?


Because I want to be rich.

Talking money, where is the game? Can I play it?


Currently the game is in development. The fact is that the format does not permit to distribute alpha or beta versions. The game is designed around its history and it's difficult to propose an interesting experience without being complete.
Fortunately, upcoming events will allow us to show some stuff. On the occasion of a French video games festival named Stunfest, we'll expose our game in public for the first time. We'll make a prequel to the game with a duration of 10 to 15 minutes, with narrated events that will not be part of the final work. Then, we'll propose it on IndieDB of course.
For the moment, you can watch an outdated video from last June and some concepts art on our game page. New contents coming soon.

Do you plan to make a movie?


No.

What's the meaning of life?


You know, I currently don't have answer to everything... But try 42.

I have a last question anyway.


I listen.

Do you love me?


Of course. I love you all.



I hope you like this egocentric presentation. Details will come in the future. Stay tuned and don't hesitate to let a small comment. We came on IndieDB for chat with you, interesting people. Don't disappoint us. ;)

Wednesday, December 18, 2013

The return of the return of the return + New Graphist!

Ok. Motivation, motivation!
* throat clearing *

Hi you! If you are reading this message at the present time , there are three possible reasons:

1) You love the dark corners of the internet and in this case I don't want to know you.
2) You have been redirected here by a member of our sect of the chocolate and you'll never escape us.
3) You love amateur video game projects that pretend to be dead.

If you find yourself in number 3 so be happy! Because it's indeed a sign of life you have in front of you !

Between us, I'm really sorry to be so inconstant in my little informative initiatives. Especially because the Project Papyrus is in excellent health and continues to grow in the right direction.
The latest news dating a bit, I'll try to summarize some of the new things in the coming days (if I don't forget in the meantime). So stay connected.

But if I'm back on the dev-blog today it's to announce a good news. The second graphist has been found !
So let me announce that Guillaume joined the team. Welcome to him!

His main mission will be to create the backgrounds of the real world , what we needed the most to consider providing more information on the game. The first concept art is gorgeous. ;)

One of my resolutions for the new year is to communicate more about Papyrus to prepare serious things. I'll try to keep my promise this time. We have a lot of ideas so it should be a sufficient catalyst.

Stay alert. The year 2014 will be the one of the Project Papyrus !

Thursday, November 14, 2013

We are still here !

Hi everyone.
How are you since last August ?

Yes I know, it's not very serious. The "return to school" was a particularly busy period and the eternal search for a graphic a serious weight for our wish to communicate about the game.

If that can help you feel good, Project Papyrus is going very well. The project has reached a stage where we can begin to talk about gameplay. The implementation of puzzle aspects in the engine reaches its end.

The project has matured a lot and eradicate its major weaknesses. Today it's a solid gameplay and story that we have in our hands. The next step is the refinement.

The blog has recently been updated to be understood by English speakers, as all of our social network.Our desire to communicate about the project that I mentioned above is still waiting for more stability. The ideas are not lacking, but it is still not the time.

This graphic post is definitely a curse but we don't discourage. Our position is to remain active in our research and let things happen.

That's all for this time. Hope I will have good news next time.  :)

Wednesday, August 28, 2013

Maybe it's time for English...

Hi everyone!

What a desertic dev-blog, isn't it? And yet, this may surprise youProject
Papyrus has progress quite well in recent weeks.

But how to say ... motivation to keep updating the dev-blog was no longer there. This is somewhat of a paradox for us: we don't want to get into communication before have something concrete to show but we still set up a
empty network.

In fact, it's mainly to introduce things gradually. We recently think the different ways to speak more fully of our game. Several ideas were selected and should make an appearance very soon.

The first step is that we want to pass the dev-blog in English to reach more people.

So, this post is the first in English.
I'll try to provide others fast and I hope that the next one will for announce the coming of a new graphics because we are always trying to find.

Have a good day!