Purple Bar

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I realised recently that, While I have many other colours in these monochromatic designs, I have sorta neglected purple. So I decided to rectify that by creating this bar scene which is all purple all of the time.

Finally out of Alpha

Screenshot 2017-09-02 21.11.30.png

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.

Holo

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.

War, what is it good for?

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.

Taking a respite

Creating videogames is amazing and if I could I would be doing it all day everyday, that said, it can also be exhausting work.

When you find yourself on month 4 of an 8 month development, it becomes easy to crave a creative reprieve. at this point, you have been staring at the same art style and the same models for what feels like an eternity. You have been staring at these things to the point that you have lost any idea of whether the thing you are creating has any value at all.

This is where you need this creative respite. You need to let your freak flag fly and just try something new. Something that may or may not work out, but that is fun in the moment and feels good while you are doing it.

This is why I decided to work on my Blender game today and create a bust in the style of tellstale’s the walking dead. It is not for anything, other than the fun of making it.

Officially half way

When working on videogames, project fatigue is a real problem that does need to be combatted at every turn.

You start out a project all excited and ambitious. There is nothing that your game cannot do and nothing that it cannot be. This is probably the best part of making videogames, the open and delightful place where every opportunity is available to you.

and then it starts; the long arduous task of actually making the game. All of a sudden your game has to move from great idea to awesome game. You have to think about things like visual design, audio design and story beats. You lose yourself in questions of color choices and fps count and you can no longer tell if what you are making is any good at all.

This is when project fatigue starts up. You can no longer tell if you game is good or not, you can no longer tell if anything is any good and you start question everything about the game down to it’s core principles.

At this stage you can do nothing but take your successes where they come and today I found such a success.

I am now officially half way. I have reached the threshold that means that I have finished 50% of the levels that are in the game and that is awesome.

Now, bear with me, as I attempt top finish the rest.