We've started work on Excruciating Guitar Voyage 2!
It's an adventure
game, with sprinklings of 2D platformy action
ME - programming/scripting/writing/design & construction
Kev - scripting/writing/design & construction/some programming
Tim/Emily - art
Various - voices & faces
I wrote a quick blog entry on some of the stuff I've done so far:http://wickedworx.wordpress.com/
We’ve started work on EGV2. There’s no point keeping it secret. We’re working on EGV2 right now!
A few things have changed and improved since the first. We’re making a real effort to bring the characters and the whole EGV world to life… we’ve got better animation (including animated mouths!) which gives a lot more weight to the characters.. and we’ve made a few changes so the whole world feels a little less flat.
I started the week with the worryingly talented Daniel Gallagher (Dan Flashbang) recording some new material for the game… it worked out a lot better than we expected, especially given the time constraints we came up against on the night. We may have used a little too much time eating tacos (yes, really..) and watching “Hotel Inspector” (ugh), but we got the job finished by 11pm!
Then we’ve got this really great scene at the beginning of the game…. I don’t want to spoiler it yet, but I’ve been working on that.. There were a few technical challenges – we’ve got a far improved camera system, which has allowed us some really nice dynamic camera choreography for the intro scene… I’ve also written a pre-cache for our level geometry, which means we can do some neat dynamic effects mid-level.. instantly change the shape of whole buildings, etc.. with absolutely minimal overhead, as all the vertex buffers for the change have already been generated. A fairly obvious thing, in a way – but we hadn’t needed it in previous projects as level geometry had remained relatively static once created.. Not this time!