Refining the “space hulk” generation process is quite a task. Here are some screenshots that show the kind of shapes and complexity we are playing with.
Above is an example of using the rib-like structures the vessels are made from to create different types of explorable spaces.
The aim is to create something that feels like it is both an ancient, collapsing spaceship and the bizarre remains of some starborn creature.
The reasons for this design direction go beyond ‘we think it’s cool’ and are in service of the back story… more on that later though.
Initiate docking procedure.
To begin with I’d like to point out that, as we have previously said, one of the issues with a two-person team is things take forever and we are focused on tasks that aren’t blogging about progress…
However a few weeks ago Phill and myself took part in the Global Games Jam event, and because that is self contained it’s easy to post up a bunch of stuff about it!
The theme for the jam was ‘what do we do now?” and we chose to take that in a dangerously route one direction and make some kind of game where the player doesn’t know for sure what the task is, or how to complete it.
The key mechanic for this, we decided, would be a ‘warmer-colder’ type feedback system. What that meant practically was a game where you get a pleasing sound rising in pitch when you do something correctly, and descending in pitch when you do something wrong. We reinforced this by having everything change colour at the same time- brighter for YES!, darker for NO!
As you can see from the above screencap, we even made a menu. Very professional.
Now as I’m sure many of you will know, the nature of a gamejam means things very quickly get strange, and this project was no exception. Before we knew it we were making some kind of hell dimension puzzle. And we were OK with that.
The main idea throughout was to keep the player guessing, and we chose a KNIGHMARE referencing aesthetic. Partially to pay a nostalgic homage to our collective childhood, partially because it looks cool.
If I explain any more it will ruin the experience (hahahahaha) so why not head over to the GGJ page and have a look.
We intend to polish it up and correct some of the more… idiosyncratic moments. In the mean time we’d love to hear your feedback.