Hello there !
After seeing tons and tons of similar askings on the Trailer and many other places, I figured out a little problem : I never made an FAQ, so here it is :3
Q : Why lightsabers are floating, is it a bug ?
A : It's not a bug, but it comes from a software limitation first of all. Back in the days, akeytsu had no "Space-Switching" feature, meaning that you had to choose where the saber hilt will be attached forever. In-hand was problematic, cause making the saber fly on its own implied tracking it frame-by-frame manually. Instead, we choosed to attach it to the character's root, so except if we decide to move the root, the hilt would live freely. What's important then is that you can make wider movements, so you have a greater range of possibilies for Mevenn's animations and I can tell you that Thomas & I really loves that. We do not plan on sticking it to the hand even if that's possible, it would mean a degradation of both Mevenn's powers and what she can offer to us animators.
Q : Is this a game ?
A : Yes, but not only. This project could derivate in a film, a serie, whatever as it serve the main purpose of telling a cool story =)
Q : Which engine is used to make the demo ?
A : Unreal Engine 4
Q : Do you plan on porting it to Unreal Engine 5 ?
A : Maybe, but currently there's some issues with a few things.That said I'd love to see the demo running with Lumen ;)
Q : Is this a movie ?
A : No (or perhaps not yet). I wanted to make the trailer to see how far I could push akeytsu and train my personnal animator's skills (which are still not good enough I think), it was also a quite better way to express Mevenn's personnality throughout pure animation, without any game constraints
Q : Is this official ?
A : No, it's fully fan-made
Q : Will this be on PS4/PS5/Android/XBoxOne/...etc ?
A : Not for the demo, but probably for the game (if the game is a thing one day of course). Also, you have to understand that making a game for PC is not like making a game for mobile phones. Not the same hardware, not the same capabilities, not the same limits. Devs and especially artists often rather work on PC titles than mobile/console versions, since on PC, it's open-bar on ressources compared to others.
Q : Will this be on MacOS ?
A : Potentially not. I will need to find a Mac to build the project. So, seriously...dev on Mac is a pain guys. You can play the demo and a lot of games either on a dual boot (get a win10 license on websites like instant gaming for a few bucks) or using bottle apps like CiderGames
Q : I saw a warning about the required hardware, am I able to run this on a poor laptop ?
A : As for any software, there's always potential issues. When you launch an app, you have to prepare yourself to react efficiently to any possible problem. Yet the game has been tested on really, really poor hardware (not a chromebook, but quite close) and it ran nicely without crashes, in low graphics mode of course. By default, the game should set the best quality mode depending on your PC hardware, but if you're unsure you can change quality settings (and launch a level to apply changes). One single guy apparently destroyed his PC by launching the demo, I do not made it to achieve such curious goal, and I hope this guy was just a stupid troll.
In any case, if you feel your computer acts strangely, don't wait : hit Ctrl+Shift+Esc or Ctrl+Alt+Suppr and manualy shutdown the game process. If this doesn't work, a good old manual power off is legit to prevent any hardware overheat damage. Keep in mind that this should not happen, that's just common rules that apply, like training in case of a fireplace
Q : I don't have a 1070 GTX or equivalent, can I run the demo ?
A : Yes. The 1070 GTX is a good one if you want to experience the game with Epic quality settings, but the demo will try to find the best way to run fine on your PC, so if it's lower, the game will use lower settings. I tested it on a 660m GTX (the reduced version of a desktop Graphic card. This one was a good one back in 2012 ;)) and the demo runs quite fine =) Yet, there's a DirectX compatibility issue that prevents the current version (1.4) to start if you don't have a quite recent PC (not necessarily good but recent). This will be fixed in next version
Q : Is ultra widescreen supported ?
A : not yet, currently it's optimized for 16/9 resolutions display, but we're working on thisto support more screen ratio in the future
Q : I want to give money to the project, is there a patreon/teepee or anything else ?
A : Thanks and no, your love for the demo is already more than what we expected and we can only thank you a lot for that
Q : How many peoples works on this ?
A : most of the time, only one (me)
I receive more or less important help from Thomas Chaumel (Animation), Thibaut Hunckler (Blueprint/Game Design)
Alexandre Cheremetieff helped in 2020 (Blueprint/Game Design), and before Fantin Gislette (Blueprint/Game design from early 2017 to mid 2019). Steven Menager brought some help on Mevenn's animations back in 2019 for a few months, Anthony Daneluzzi helped me on a few technical art points
Each one of them are friends before all. You can find all these details in the game credits, and even if the actual demo is made by Thomas, Thibaut & I, the work done by others helped the project evolve & reach its actual state
Q : Are you affraid about Disney ?
A : Always. And it would be stupid to ignore it. But I think this project respects their franchise, characters, worlds. And, well, we do not aim to make a game so no competing here. I think it's safe to say we're not enough devs, we have other professionnal objectives than making this project and honestly it's miraculous that we are still working together on it, cause often projects like this one doesn't last this long (I already got a few kind of these in my backpack ^^"). Finally, when making a fan project, if you constantly worry about "will I be striked or not", you're putting on yourself a silent but consistent pressure everyday, that's bad for your mental health and your motivation. So I keep it in mind, but worry more about enjoying what I do & learn everyday ;)
Q : I think you could add...[name what ever you think of]
A : Thanks for your ideas. But we do not make the game players want. Doing so would bring an unwanted pressure on our shoulders and we simply would stop developping the project. Instead, we make the game we would love to play, hopefully it will sound as good once in players hands. It's really important for creative freedom
Q : Do you plan on making a full game in the future ?
A : No. As I never planned on making a demo in 2012/2013 when I first drew Mevenn. To me, planning also adds pressure the same way it does when you promise to make what players wants (previous question)
Q : I'm a voice actor/musician/artist/programmer...etc and I want to join your project, is it possible ?
A : Thanks for your willing to help. Yet it would extend the time required to manage team members and reduce time available for other fileds. As I manage the team, and make most of the project myself, this would simply reduce final potential of the project (as a demo). Of course, if the demo becomes a full game project, with a team, there will be a need to build a team.
Q : Why Mevenn has this haircut ? I don't like it
A : That's your point. I didn't make it to please everyone, but to stay true to Mevenn's character design
Q : Why Mevenn doesn't speak ?
A : Because it would require to recruit a voice actor that fits perfectly to Mevenn in French (yep, on this project, dubbing in French version will come first. Cause I love our artists since my childhood and I would definitely love to give them the true lead of voicing on the project). Also, no voice means worldwide language compatibility at some point ;)
Q : What's the main character's name ?
A : Mevenn. M e v e n n . Not Mavene/Meven/Maveen/Meveen
Q : And does she have a last name ?
A : Yes. As stated in the lightsaber artwork, her last name is "Lum-Sodren". So you have "Obi-Wan Kenobi" or "Qui-Gon Jinn", her is "Mevenn Lum-Sodren"
Q : Do you have a storyline ?
A : Yes. But as it's the core part of the project that contains a lot of spoilers I keep it secret. Also, it's still evolving on many points and I want to keep the ability of doing so until I release anything
Q : Will this be open world ?
A : No. Open worlds are cool, but on different projects, not sure it suits well to 3D platformers. Also, focusing on details when you are alone wouldn't be possible if I aimed to do an open world, at least not like I do on straght forward levels ;)
Q : Will there be any customization ?
A : Not in the demo. Customization is a great way for artists to express themselves several times on a character, yet it demands a lot of development time. Take a game like overwatch for example : customization wasn't really there at launch, look at it now, with dozens of skins everywhere. They built the game first, and then added what we call "cosmetics". Cosmetics should never pass first, so when I take the time to make a few armor variants, it's for precise reasons (storytelling/lore most of the time), not just to add customization. I also like to think Mevenn as a unique character, so I don't want to create costumes that doesn't fit her own lifestyle/spirit
Q : There's no combat mode. Why ?
A : Because it wasn't ready when we pushed the first version of the demo. It's still under works and should be ther on next update (it's stated in ReadMe.txt file)
Q : I can't fly. Why put spacecrafts then ?
A : Because they have always been a strong part of a space hangar. Space combat is planned, not in dev yet. What you've seen on Eckstoo's channel was an old version of the project where space flying mode was really, really early in development. We plan on making something a bit better in the future, be sure that space combat are one of my top favourite things in a Star Wars game, so much that I wouldn't consider the Demo finished as long as this mode won't be part of it.
Q : Any release date so ?
A : Nope. First because this would put unnecessary pressure over the team, second because we don't know how far we would be able to go. Remember : we do this project on our freetime, and I'm behind most parts of the project, it kinda depends on how much time I will have but it's surely hard to estimate
Q : Can I make a 3D print for a tabletop game ? Or Cosplays ?
A : You can as long as you don't extract any model/texture out of any asset that belongs to the project (this also includes separate assets you can get through my different stores). In other words, you can recreate the designs on your own (and don't hesitate to share what you've been up to with us, we're always curious to see how far you can be inspired by this project !)
Q : Can I stream on the demo ?
A : Yep. Spread the word and enjoy the ride !
Q : Can I ripp the assets and make mods or any kind of content with them ?
A : If you were right there with me, you'll get a free solid slap in your face. Well, internet prevents me to do this, but this doesn't makes me happy when I see random peoples doing this. It's disrespectful, discouraging, not to mention it's completely wrong with the EULA you've accepted when getting this demo. Because it's free does not grant you rights to do any kind of rip. It just grants you the right to play a demo that involved years of personnal hard work for free, its value usually forces users to be respectful
That's all folks ! Hope this answers most of your askings. Don't hesitate to tell me down below in the comment section if you have more questions =)
Des Bisous ♥