Happy May, all!
So, I took 2 weeks off the day job to both unwind a bit and to get some Act 2 stuff done. Glad to say I rate 10/10 on both those things! Most of the work has gone towards putting the completed artwork in-engine. I am dying to show you guys what it all looks like, but with such a short game I feel like every reveal is a spoiler to some extent.
So instead, here's one big scene, again outside and in the rain:
And here are a few of the others, but super tiny because I'm a tease like that:
The individual bits and bobs of act 2 are almost done (except the character art, but we're kinda waiting till the near end before diving into that too deeply), and the only real challenge that remain is the save system.
I have touched on this before, but to summarise: Act 1 used a simple chapters-as-checkpoints save system, which worked fine because it was entirely linear. Act 2 is not as linear, so this will not work. The trick though is not making a working save system, since that's the easy part - the trick is to make a dynamic save system that LOOKS like it's a simple linear chapters-as-checkpoints save system so that the user experience does not appear to change.
This will get even more tricky in Act 3, because Act 3 contains some procedural content. Oy. Later, later.
My main workstation also suffered a catastrophic hard drive failure last weekend. TME is unharmed though since that is backed up in two places in addition to the source control. Did manage to partially recover the contents of the drive too and didn't lose anything I couldn't tolerate losing. And in the process also got quite cozy with Linux' dumpe2fs and e2fsck commands.
And not related to anything. Someone wrote a good piece on Gamasutra on what it's like to try and do indie on the side while working a day job. You can read it here:http://www.gamasutra.com/view/news/242864/Work__Life__Work_Balance_Making_two_games_at_once_and_surviving.php I can relate to a lot of it, and so far this experience has been rather educational.
Finally, the act 2 soundtrack is almost ready to roll out. It'll drop before Act 2. Woop!
This is the day one would expect some joke-announcement like "all further development cancelled" or "it's now about pink ponies". But that'd just be mean, and we best leave that to other people.
Still plodding away at Act 2. It's going slowly, but we're getting there and I have booked some crunch-time off the ol' day-job in April to get it done. Most of the asset creation has been completed and the rest is coming together nicely. The music too is sounding dang smooth. In fact, my greatest worry about Act 2 is that it's all just so much better than Act 1 and people will feel it's out of place. I like how it has evolved though and would love to go back and do a bit of reduxing of Act 1 eventually.
Another day, another alley. Below is a quick work-in-progress shot showing what the artwork looks like vs. what it looks like in-game with the weather added. This particular scene is also camera mapped to geometry so that the perspective is real. In motion the effect is quite subtle so as to not stick out too much from the plain 2d stuff, but it allows for proper reflective surfaces and casting light on surfaces in a semi-realistic manner.
“The Maker's Eden, you see, an expertly written choose-your-own-adventure with some quality adventure gaming puzzles thrown in, is a fantastic, thoughtful and hugely entertaining game.”
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