Eastshade is an interactive experience that is primarily concerned with being a world worth exploring for the sake of exploring. There are no enemies to kill, no dialogue dramas between acted characters to play out, and no towns to build. There is a world with sights to see, sounds to hear, people to meet (hopefully), things to find, and impasses to surmount.
I am now one year into the development of Eastshade, and something very important has happened. For the past three months, I’ve been focused on a small section of the game, determined to bring that one area up to a quality that is representative of what the final game might be like. In the games industry this is known as a vertical slice. Though the slice I have is not yet fully worthy of the name, within the last month, it has reached an important milestone nonetheless…
I now have a roughly playable piece of Eastshade.
Three months ago, Eastshade was a muddle of tech demos and disjointed systems. Many indie games are playable after the first two days of development. It seems mostly unanimous amongst game designers that the sooner one can produce a playable prototype the better, and I’m certainly past due on this. I could attribute my tardiness on this to the nature of the game I’m making, but my greenness as a game designer is more likely the culprit. As I’m careful to use wisely my stock of truly fresh eyes, only a few friends and collaborators have actually played through the slice, but from these few play tests, there is a general consensus that the game doesn’t suck! It came as a total surprise to me. My spirits are high and things are going well.
Because of how focused I’ve been, I feel I’ve targeted the essence of what I want Eastshade to be, and as a result the game has gone through massive mechanical changes. The addition of NPCs is a notable change. I’m currently working on an AI system for making the people of the world go about their daily business.
Latest tweets from @eastshade
Feb 20 2015, 1:35pm
@Jonathan_Blow Sometimes if I'm in the mood to cultivate some carpal tunnel I do it.
Feb 2 2015, 2:13pm
Jan 29 2015, 7:04am
@SeithCG That is absolutely nuts. Keep that wooden instrument away from the water please.
Jan 29 2015, 7:01am
@JoachimHolmer lol that's one of the weirdest computer things I've ever seen.
Jan 20 2015, 3:09pm
In version control, make a copy of your entire repository before making major changes to the repository itself! It just saved my life.
Jan 18 2015, 9:15pm
Jan 17 2015, 3:17pm
Jan 17 2015, 1:58pm
@lagrange_m Thanks! It used to be exhaustion, but I've since removed all that. The game went through a big redesign in the last few months.
Jan 15 2015, 11:11am
@elysian_shadows Rad! I've gotta say its the triumphant return of 18! But I also have a vicarious nostalgia for the early ones as well.
Jan 7 2015, 10:02am