I have a process.
An idea that I have typically spends a good couple months tumbling around in my critical thinking cavity, vetting itself as I ride the Duc around the south bay. Eventually though, it will become something I need to put honest thought into, some of its features will need proving and I’ll need to bang out a few prototypes to see how feasible things are. Ill spend another couple months jotting down ideas and trying to hone the idea down, paring off the silly and unnecessary details so I can handle a 5 minute pitch and probably build out a team that is interested in the project.
When I saw Gravity, it was a must and I was immediately working towards piecing together the narrative. Months later I met a couple folks on the UE4 forums and we did some discussions about collaborating on the project, as we had very similar ideas. And months later, it is shelved.
There has been lots of spinning tires over the last few months, but there is a light at the end of the tunnel. I will take this time to officially announce that I have updated Flathead to support V8 3.29. With this update we should all be able to rest assured that the API is more mature and exposes many of the ES6 updates that we have all been waiting for. Although the build is not yet ready for prime time, ill be sharing more info as I get closer to addressing a couple other feature requests – read Mac support.
In other news, I have decided what my next project is going to be – Derelict. Here is the pitch:
Derelict is a first person puzzle solving game that takes place in a 2140, where the world is unified and space faring. You play a character on board one such space faring vehicle when a disaster strikes and you and your crew are left to fend for yourself. Think Survival + Horror, but without the usual monsters.
I am currently in the process of building out my team, so if you are interested or want to take part in the design now would be a great time to reach out.
The greatest thing about being a developer is the diversification of my field. There is always so much going on that I can rarely get my head wrapped around all of the amazing work being done in the field.
Likewise, I have been quite busy. Continue reading “Weekly Update”
When we first started working on this, neither Ken nor I knew that things would get this popular. We are incredibly happy to have so much positive interest in the game, let alone the criticism and support that has been shared. With the praise aside, we bring you Exodus 1.0.3 – Enjoy.
This release includes a number of general tweaks.
Difficulties are now working, appropriately. The values for each are not exactly well tweaked, but its a great leap forward and I hope that further input will give us the input we need to help hone the game into something useful. Be careful on the smaller planets. Your orbit is about 100x more important when you get in closer – hint! hint!
The UI and Visual tweaks that so many of you were happy to see are included in this release. I am still working with our UI/UX engineer to get his mockups into place, so expect a rather significant update in a future release.
Localization support has been implemented. I will be compiling a list of the phrases that we use throughout the game, and given that google is an acceptable tool for some of you – I will be calling on you to help our team localize the game. As it stands the game defaults to english and the mechanics for localization are yet to be integrated – but in due time every language from Aari to Zuni.
Grab the latest release, take a dive into the chaos that is Exodus and let us know what your thoughts are!
I have just realized that I have been keeping the door to development on BetterTech quite locked down. Development has continued, opening up a few interesting roads and connecting me with a handful of very interesting people. Bravo me!
Alpha 1 is all about world gen, controls and setting up the initial state of the player. Below you will see a summary of the issues that were closed.
Change Log – Alpha 1
- Redo base models as skeletal meshes to allow for animation later.
- Start work on a BaseTile Class
- World Entities Collision Channels
- Picking of world entities
- CHEAT – AddCapital & SetCapital
- Day Phase Controller
- Block input when in cinematic or in pause state
- HUD – Display Available Jobs
- World Gen – Current Property Layout
- World – Generic Tiles
- World – Tile Specifications
- Gameplay – Subtract funds when jobs are completed
- AI – Agent Job Selection
- AI – Agents
- AI – Job Filtering
- AI – Jobs Listing
- HUD – Current Time
- HUD – Player Floor
- HUD – Player Role
- HUD – Player Capital
- Player – Current Floor
- Player – Add the ability to switch to Build Mode
- Player – Roles defined
- PlayerState to retain capital
- Gameplay – Initial funds granted at random
- Camera – Mouse scroll wheel to control camera zoom.
- Camera – Movement Keys move spectator view relative to camera orientation