Hello Everybody! My name is Jan Schoenepauck. I am the single developer of Cavernaut, a game for iOS devices that involves flying a spaceship through a cave and picking up shiny things. I am already quite far into the development process, but I only recently stumbled upon this board, and decided to start a devlog here, to get some feedback and also increase the pressure to actually get the game done.
I am aiming for a release in
2013, but as this is a one man project that is running alongside several other projects of mine, I can't yet promise anything.
I will keep this log updated as often as I make progress that's worth sharing, but feel free to ask questions here or via mail or PM if there's anything you'd like to know. And of course, all kinds of feedback are very welcome!
Here are some screenshots:
And here is a short gameplay video:
I also put up a teaser page here: http://www.cavernaut.comGameplay
Cavernaut is a game targeted at iOS devices. The gameplay is inspired by lunar lander, thrust
and the likes, paired with some roguelike elements: You pilot a spaceship through randomly created underground caverns by rotating the ship (tilt controlled) and thrusting, picking up stuff along the way and trying to reach the exit at the planet's surface. On your way, you must dodge deadly obstacles, like mines and laser beams, and you will have to touch down on a landing pad from time to time in order to refuel. There are also power-ups like shields or a treasure magnet, and you'll be able to spend crystals collected in the game to buy upgrades like increased fuel capacity or better hull armor.
I originally had planned Cavernaut to also contain scripted missions, like picking up and delivering cargo modules, or rescuing people from the cave, but after some prototyping I felt that the most fun part was the fast-paced flying through the cave, dodging walls and collecting stuff. Having to pick up the cargo slowed the game down too much. Also, with this being my first indie game, I wanted to keep the complexity low in order to have a more manageable project, so I distilled the gameplay down to those elements that allowed for more fluent, quick and casual gameplay.Tech
The game is programmed with Adobe AIR. I started development writing my own framework, using standard AS3 Bitmap objects for the graphics, which worked fine at first, giving me very smooth frame rates even on my old iPhone 3GS. But after adding more and more game elements, the frame rates started to drop, and I began to consider stage3D to increase the performance. After evaluating some frameworks I ported everything I had so far to the excellent starling framework. Art
During the development process the art style has evolved quite a bit; my first mock-ups had rather detailed, elaborate pixel-art, but this gradually changed towards the more minimalistic, neo-retro style you see in the above screenshots. I wanted the game to have a unique look, but it is still inspired a bit by the old ZX Spectrum games I played when I was a kid. Maybe I'll post some older WIP screenshots and mockups here later, if you're interested.