Since my latest post is about animation, I thought it'd be fun to make a video. Which I kinda know how to make. Kinda.
In a little over three minutes I talk about the drawbacks of hand-drawn 2D animation, the fun of working with a fancy animation tool called SmoothMoves, and the new life we're bringing to our ghostly heroine.
Now that we've got the story planets in place, I thought I'd give them a preliminary art pass.
Far away view (if you're concerned about spoilers, I'd avoid the zoomed-in view):
Closeup of treehouse:
It's nice to have something approaching the final color palette of the art in the game (especially as you fly around). And the fact that this isn't final art has been very freeing, creatively. The treehouse's line art is sketchy here, but I think that gives it a more lifelike quality. I'll try to keep that as we move ahead with more art polish in the coming weeks.
Happy New Orbit!
This will be the year that I release Gravity Ghost. Not announcing a release date yet, but 2013 for sure. I think there's a turning point in every game project where it goes from being a bunch of pieces to being a cohesive whole, and the next two months in particular will be crucial to that. Let's see if I can give you an overview.
At the moment, we have a bunch of rad physics levels arranged in a linear progression. Aside from some ongoing minor tuning of the player character (Iona), I’m satisfied with how that part of the game works.
Now that the core gameplay is there, we’re working to integrate some of the auxiliary game systems. At the end of February we start playtesting these new systems in earnest, so they've all got to be done.
I introduced the terraforming system in this post (watch the videos, they’re neat).
This is the next progression: rather than spawning static sprites of trees, the plants actually grow and develop in real-time. Here's how they look now:
(best viewed in 1080p HD)
Plants on planets. Turns every dev meeting into an exciting tongue-twister.
The plant editor scene. Did you spot the carrots in the last video?
Our work for the next production phase is allowing the girl character to carry and plant these seeds, and to have that feel intuitive and rewarding.
The terraforming system also includes a host of delightful animals, but that's a post for another day. :)
With this game I set myself a challenge: not to implement any story stuff before the core gameplay was done. My previous games Spooks, Nanobots, and Puzzle Bots all followed the adventure game trope of using the puzzles to advance the story (and vice versa). And I'm still a fan of games in which the narrative and gameplay are inseparable. But this game called for something else.
GG is about motion and flow. I decided there was no way I was going to interrupt what the player was doing to have some character start yapping about backstory.
Instead, the progression of the story is entirely in the player's hands. There is exactly one location where all the story takes place, and where all the important characters live. This place evolves as you make progress - giving you a reason to return, but not an obligation. The exception is the fox, who you can talk to at any time (but again, the player drives this, not the game).
Now, finally, I can start adding my beloved story elements, which up until now had been quarantined in sketchbooks. Draft 1 of all of the dialog will be in the game two months from now. Here are some screenshots of my ongoing dialog system prototype:
Originally we had this scheduled for later in the process, but I realized the map needs just as much refinement as everything else. A map may seem 'non-essential' or 'low-priority' when there's gameplay stuff to be done, but our past playtests have indicated otherwise. Over and over I watched people enjoy the game for 20-30 minutes, and then say something like, "Cool, where is this going?"
I think maps in games are comforting. Especially in a game with a unique mechanic, it's good to give people a sense of the ground they're standing on, and what their progress is building towards. It also lets the player skip around, to go back and clear an earlier level if they get stuck, or to try to unlock new levels.
Our current map prototype, featuring draggable nodes and locked/unlocked levels
On the developer side of things, this map setup will let us rearrange levels in a hurry, for instance if playtesters find one of the early levels too hard.
The scope of the game is now locked, which means no new features between now and shipping. This is always a good milestone to reach. Prior to this point, development felt like diving down rabbit holes. In the pursuit of something that seems promising, it's easy to end up going down a tunnel which doesn't lead anywhere. But now, finally, I know what the final game will look like. I still think it's worth pursuing those overlooked rabbit holes, and that's why indie game development is nice. Because sometimes, hey, baby rabbits!
If you’re interested in supporting the project, please consider buying my previous game Puzzle Bots, which is now on sale for the airport Coca-Cola price of $2.49. And don’t just take my word for it - here’s a lovely review of the game by indiegames.com. It contains such phrases as “sleeper stand-out”, “genuinely hilarious writing”, and “Puzzle Bots places you in control of a five strong team of tiny robots, with the prime directive of going on dope adventures.” Think about it. I’ll wait.
Thanks all, happy 2013. :)