Ahoy sailors of the forbidden surface! When I first started thinking about 20kAtm, I could see in my mind so vividly the cockpit of what I now call the nauti-crawl and its consumed wood and brass finishes, and as any other over-optimistic dev out there willing to start his own game, I thought to myself: eh, easy, just a cockpit with a dungeon crawler on a monitor, too easy!! lets do it!!!
So here I am starting the dev-log about all the challenges this project is putting in front of me : )
So many interesting findings as a dev and as a designer, that I felt like sharing them to keep a history of this special little project still in its very early development.
Also, long time friend and dev of robocraft @sebify told me to engage early with people, and also told me he couldn't understand what the f* my game was all about...
So, all good reasons for sharing more insights about 20kAtm and being communicative (very challenging for someone who doesn't even work in an office and sits in front of a computer alone all day).
Hope you'll find these posts interesting, and maybe get involved on the many decisions ahead.
The screenshot above is a close look at one of the many subtle details inside the cockpit of the nauti-crawl. Everything you see has purpose and function, buttons and gauges are all there to be used, and what's on the object-holder will change at each death. It all goes to put the player inside an environment that feels like it has a history of its own, but without any lengthy text bubble or voice over to throw it all out at once.
In this case there's an empty cocktail glass, someone was clearly having a good time with a drink before you stole that infernal machine!
See you folks soon I hope!