I have been making interactive software since I was in elementary school. Development of my software has exponentially increased in complexity overtime. Because of this I took a break for awhile in developing my own software. The pace of work seemed daunting to produce a modern video-game. Eventually getting a job at a professional software company I was able to see what a "real-world" day was like for a programmer, both first hand and second by the other development portions of the company. Experiencing this I left after finishing my project there to pursue a life of independent video game development. The interactive medium is quite exciting to me. I have devoted many off-hours into video games of all genres and genuinely enjoy observing the details in their art. This art being of all perceivable and hidden forms. Be it graphics, audio, or the engine gluing it all together I enjoy it all and critique it evenly. I am open to criticism about my development or others' games.

Report RSS Development Cycle Ahead

Posted by on

Modifying the prototype build I had for Tessellation Desolation was great. I opened up some systems to handle more streamlined development as well as increasing the overall capabilities in the engine. With this work out of the way I am free to experiment with some of the level designs and aesthetics I am hoping to have in the full game. The new demo can be downloaded here: Indiedb.com

As the game develops I will certainly post new information about it, but I will also keep some things hush-hush for the sake of enjoyment when the game is complete. Basically, I would not want tense moments or spoilers to puzzles to be revealed. Not even lone secret areas and how to get to them. The information that will come out will be gameplay specific though. If there are collectibles to find, or more powers and abilities to unlock then that will be revealed as that information is relevant to letting potential players know what to expect from the full game.

The restructuring of some components in the initial Alpha build was quite a weighted load. Mostly because I wanted a playable show piece that better portrayed the geometric world that I want to build. While the original prototype did show some of this, most of its strong points were heavily focused on the mechanics. After having built the mechanics I enjoyed, I was deeply troubled by the lack of a complete experience in the game. So working through these internal handlings and by re-organizing the flow of information I now have a better display of the game world. It is still heavily flawed, but just having some music, and diverse graphical effects does seem to help glue the existing mechanics into a potentially engaging experience.

So with this tedious stuff out of the way I am quite eager to start building some of my more complex designs and arrangements. However I will probably rest for now, and enjoy some gaming.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: