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Game dev updates

I'm not aware of much happening lately, mostly because we've been planning what kind of art assets we'll end up using in the game. Our game's world continues to be mapped, and we'll hopefully be able to get a detailed version of what we've got so far posted internally so we can all work on and look at the same thing. The very beginnings of the game's story are being fleshed out in greater detail finally, and I'm at the point where I'm making characters. As I've been on vacation since Wednesday, I haven't taken much time to expound upon the two I've taken ownership of, but I'm hoping that Farran and I can chat a bit before tomorrow's dev meeting so I can get the ball rolling more on them.

I will share some details: the beginning of the game will, of course, focus on tutorial levels, but hopefully done in a way that isn't mundane like some games I've had the pleasure of having my eyes bleed at lately (I'm looking at you, Final Fantasy XIII...). The protagonistic characters will be in their mid-to-late teens, focusing on the wonderful trope of frustrated adolescents in 'school'. Outside of that, the scenario breaks away from what you might expect and quickly rolls into the development section of the story, which will, in theory, take grab of the players quickly and keep them hooked throughout the many scenarios they're placed in.

As much as I'd love to divulge our unique mechanics, I don't want to spoil anything too quickly, considering most of our content on that front is still on the drawing board, though each meeting generates great new ideas that will hopefully be implemented, and done so skillfully. I'm very excited to move ahead with Farran and Mr. Bond, and hopefully I can get our collective butt kicked into high gear, as we'd all like to start seeing real assets generated.

Any question? Lemme know!
 
 
Love and lava cookies,
Tormod

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