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August 13, 2013 - TekuStudios
This is it, we are funded on Kickstarter! This is an awesome moment, and we would love to thank everyone who has trusted us and our project this last month. Thanks for your huge help and support.
But this is only the beginning! Now it's time to reach those stretch goals before the campaign is over.
August 6, 2013 - TekuStudios
Since many of you want to know more about Candle we will be holding an AMA event tomorrow on Reddit so you can ask us real-time whatever you want to know about the game, its gameplay, the development process...
Europe's timezones are several hours ahead of USA's, so we're trying to hold this event in an accurate time for everyone. The AMA we've planned is scheduled for tomorrow (Aug, 7) 2.00pm EST (Eastern) / 11.00am PST (Pacific) / 7.00pm GMT (London). We will post another update with the link some minutes before we start. Of course, it will happen on r/IAmA
If you think that another time would be better for you, please post it in the comments section so we can decide a time that fits everyone's needs.
August 3, 2013 - TekuStudios
Please take a look at this. It's the very first Candle's FanArt ever! Isn't it absolutely gorgeous? The user Daniel, who backed our project 2 weeks ago, has sent us this wonderful piece of art painted over rocks and shells, and we've just had an incredible idea! As you may know, Candle will come with an artbook for some tier levels in our Kickstarter campaign. Wouldn't it be nice to have an exclusive FanArt section in it? This is how we'll do it:
We can't give away anything in exchange. Instead, you can send us your fanarts for Candle and we will build a Gallery to show them (we will post some blog entry here, as well as a dedicated section on our web). And those that we like the most will be featured on the artbook as official fanarts!
We just need you to scan your piece of art (300 ppi will be fine), or save it as a PNG in case you are only using your computer, or take a picture of it if you aren't doing neither of those (high resolution pictures, please). We will clean the background and will include the resulting image into the artbook. Like this:
You can send them to firstname.lastname@example.org or email@example.com, and please include the name (or nickname) you want us to put in the artbook in case your fanart is selected. Due date is August 16.
Ladies and gentlemen... release your art!!
August 2, 2013 - TekuStudios
Some days ago we talked about Candle's main character, Teku, mostly about his background. But today, we want to show you the whole process behind it. So, since a picture is worth a thousand words...
That was Teku. Some time before we looked into the african voodoo dolls iconography, all the characters in the game had this humanoid resemblance. The only thing that's left of those initial designs are the masks that every living being of Candle wears. But well, that's some story-related info, so it will come in a future Update! As you can see, Teku was meant to wear only a shabby cloak. Before we reached our current art direction and decided that every character was going to be made of fabric, they were going to be nude guys! How awesome is that?
Here's another version of that initial Teku:
We were going for a tribal look for the game, that's for sure! But take a look at those desings. Aren't you missing something? Something candly? Yep, that's right, no sign of the candle at all. That's because at that point we were only developing a "dynamic graphic adventure", but we hadn't mixed the fire mechanics in yet. So, after a few animation tests, we couldn't find this design of Teku useful. Animating it was really hard and slow since it was a rather complex character (with his long limbs and the cloak). Then Jose sketched some new versions of Teku looking for a more useful design, and fortunately the candle idea came in that very week. Add some dolls to the formula and this is what you get:
So cute. We loved this idea for the characters, and so we decided to continue this way. But what about the early stages, the first protoypes? Well, as Jose was already animating and designing most of the new characters, I started some quick prototypes to test the gameplay, the controls, the candle mechanics, the basic AI for NPCs, the physics... some of you may be expecting some glamorous screenshot showing one of those prototypes. I'm afraid you may be disappointed: it's not glamorous at all. Here, take a look:
I am proud to introduce you our old fella Sheepy McSheepo, the very first sprite for Teku when I was doing all the prototypes. And notice that red bubble of death? That's a Wakcha. Isn't it rad to have red assasin bubbles acting as your deadly enemies? Sheepy McSheepo adventures lasted some months, until the first scenes and characters were painted and animated. With him, we tested the controls (walking, running, jumping, climbing ledges/ladders, swimming/diving, item picking...) as well as many other things such as menus, an inventory system, saving/loading, etc. The last thing I tested with Sheepy was a very simple draft for our current realtime, custom-colliding candlelight:
Incredibly beautiful. And not even a singe Pac-Man reference in that picture. But life goes on and it was about time Teku was finally put into the game. We will miss Sheepy McSheepo a lot, although he may have some weird cameo as a hidden Easter Egg... we'll see! Now take a look at this screenshot from the game:
Things have sure changed a lot, don't you think?
July 25, 2013 - TekuStudios
Today, it's time to talk more about Teku. First of all, what is he? One of our early major infuences on Candle's art design was the african voodoo paraphernalia. That's why every “human-like” character in the game is a masked doll (not voodoo ones, that was just an inspiration to us). It has to do with the story, but we will talk about that in future updates. That said, it's time to answer he most repeated question we've received during this campaign: Teku is NOT A POTATO. Or is he?
No. He's not. But let's talk about something far more interesting: his name. As you can see, both the character and our studio are named after the same word, "Teku", where does it come from? Well, it's a nice story:
When we were at the first stages of Candle's development (working at home), we decided that we didn't want to make a cube-based game, or a medieval fantasy game, or a futuristic, space-marine-filled adventure. Instead, we went for a different and more appealing art direction. We love ancient American civilizations (Mayan, Aztec...) and their art and iconography, and so we decided not to only use that influence on the art side, but on the story side. And so, all the names of the characters and animals come from Quechua or Aztec languages.
We wanted to name Candle's protagonist after something that had to be with that influence, and after some research, we found out about Xiuhtecuhtli, the ancient Aztec God of fire, day and heat. He is the personification of life after death, warmth in cold (fire) and light in darkness. A sacred fire was always kept burning in the temples of Xiuhtecuhtli. We instantly realized that this was PERFECT for the main charater, the gameplay and its background, but we couldn't name the protagonist "Xiuhtecuhtli". We wanted something more minimal according to the character's desing, and so we got the central part, "tecu", and replaced the C with a K: Teku to give it a tribal-esque feeling.
Of course, Candle is our precious baby. The amount of love and hard work we are putting into this development is invaluable, and so we named our studio after the first character we've ever created.
That's all for now. We hope that you enjoy this update. If you want us to give more insight into the development process, please feel free to comment asking so!