I haven’t really worked with the colour red for the vignettes, so I wanted to create an indoor scene with that colour as a centrepiece.
I also wanted to create some modernist furniture, however, the combination of those two elements mean that the game came out looking just a bit more sinister than I thought it would… I still like it though.
I have been enjoying the summer as of late and as a part of that I have decided to start each day with these 1 hour vignette challenges. Unlike most of my projects, these vignettes don’t have a project that they are attached to, rather they exist independently of one another, but in the same visual universe.
I don’t know if there is a game here, but there might be, for now I am just having fun in blender 3D
I have been working on the chain broke steadily for just about 8 months and I have finally made it ou of alpha!!!
What does that mean?
well, it means that I have a finished game. A buggy, narratively broke, kinda boring game, certainly, but a finished game none the less. I could release this game tomorrow, if I wanted to, I don’t though.
I am going to be spending the next 5 months, getting the game into BETA and polishing it to near perfection.
I have been working on the game for a while and I have finally reached the final chapter of the development, which means I have to figure out what the inside of a massive AI looks like.
This is turning out to be more challenging than I thought it would be, as I have match something glossy with the rest of the game.
I am still working on it, trying to make the game make visual sense, but it is not as easy as one might think it would be.
So, for those of you who have been following this dev blog, you will know that I went to Nordic game jam a couple of weeks back.
At the time I made myself a promise that I would put the game on the shelf for a couple of weeks before I played it again. I made the deal with myself that I would share the game if I found merit in the game when I played it once more and luckily I played it again and through “This is pretty OK”
So here is the game finally, I hope you enjoy it: http://www.newgrounds.com/portal/view/693008
So, I have reached the middle part of development, the part where I have s much development in front of me as I have left behind.
This is the part where the project is more or less in tatters and social engagement or just life have caused me to have less time fixing the mess that I have made.
At times like these you really only have you conviction and your commitment to the project to keep you going and that can lead to a feeling of general malaise.
I have something that eases the unease at times like these; a small tool which temporarily makes me feel a bit better. it is my emo playlist.
These are songs that help me feel better and let me know that it’s going to be ok, even if the whole project seems a bit hopeless.
These are some of the tracks:
I have been working on creating a mechanic that will hold the attention of my guards for a couple of seconds while Re80 sneaks by and have been having a hell of a time with it.
As it turns out, there are very few things that a robot sill stop for and even fewer of those make sense within the context of my game.
I considered an EMP mine, which would shut them down temporarily, but that seemed needlessly aggressive and I wanted to keep the game non violent.
I considered a screen at which you could hack the robots, but that came with the implication that Re80 had been able to do this the whole time, so why didn’t she start with that.
I considered a tesla coil, which would keep the robots insnared by its tendrils of electricity, but somehow, enslaving a race of robots seems like an off thing for a former slave/prisoner to do.
So in the end I decided that creating a hologram of herself to distract the robots probably was the most sensible thing to do in this situation. However, I still enjoyed the time I spent trying to figure out the problem of what stops a robot dead in its tracks.
One of the interesting challenges that I have to face with this project is the question of combat.
Now I have taken a pretty clear stance on the matter; there will be no combat in the chain broke, but as the game is set in a world directly following a major global conflict, I find myself having to but weapons in my game regardless.
This proves an interesting challenge for me as a designer, how to put a gun in tha game and then tell the player that he/she cannot use it.
I don’t know the answer quite yet, but I will figure it out… I at least hope so.
Indie dev is a bitch. I think most of us who are working in the industry can agree that it is as annoying an industry as it is an enchanted one in which to work.
That being said, there is nothing more annoying than the small things.
While taxes, pitch meetings and money stuff in genereal is a bitch to have to deal with and specs, frame-rate issues and bugs are a pain, nothing can get you down on a daily basis quite like forgetting your mouse at home.
I work from home mostly, but when I have the chance I like to go away from my house to get some work done, which is why I pounce at the chance to house sit every opportunity I get.
However, with a 30 minute walk behind me, it is a bit of a heart break when you realise that you have reached your destination, all ready to work and found out that you have forgotten your damn mouse… God dammit!