SO we are about a year into the creation of this game (just over, in fact) and I thought it might be a good opportunity to have a look at how things have progressed over that period.
It’s inherently hard to gauge these things, especially when one has literally no reference, but we… feel… that we are roughly about halfway through the process of getting this thing ACTUALLY MADE. Of course there remain a number of problems large and small, but a this juncture we have the overall shape of the game. The individual stages are connected together in a playable, albeit tenuous, manner.
The above GIF shows a nice bit of explosion. The treatment of blowing up is something that is only recently coming into play, and I reckon it’s pretty nice. The inspiration was the types of explosion ones sees in animation, particularly Anime, PARTICULARLY particularly Tezuka. There is a lot more coming on this front and others.
The following is a video comprised of a series of development clips. The clips are arranged in chronological order, beginning with the very first mechanism demo that Phill made. It’s interesting to see how things progress, and occasionally de-versioned back a few iterations due to new development not working.
The storyline of this game required there to be a series of very large, vaguely biomechanical space hulk environments for the player to explore. There are several ways to tackle this, and initially we considered simply hand building a few different examples- you encounter these less frequently in the game than the various floating island types.
Obviously that method would be
A: not quite in the spirit of things here and
B: too easy.
Instead the decision was made to build a random-generator for these Space Leviathans (as they quickly became named) that would build interesting astrocadavers out of modular blocks of ship design pieces.
This random generation system is now up and running (albeit in an early stage) and able to create some nice skeletal shipwrecks adrift in the ALP cosmos. Here is a video of the pod flying around some and only occasionally crashing…
Sometimes you simply need to go back to basics and find a simple, direct method of making sure your silly high-concept ideas actually work.
Recently we did that by making post-it-note cards that represented various structures in a puzzle (the first the player-character will likely encounter) and old-fashionedly made sure it all added up.
This was a success in two ways- firstly the basic idea did indeed work (always handy) and secondly we managed to identify a few canards we could simply cut without developing further. A minute saved is a minute… earned?
Anyway it is quite possible to get pretty far into something and realise you haven’t established or tested certain key elements that 100% NEED to function properly. As more hours rack up on the project we thought it a good time to actually do some safety-checking.