Okay it's been a long while again. I'm at the tail end of a big push to polish the combat enough (in places) visually to be able to produce a teaser that more clearly communicates the genre and intent. Hopefully I'll be launching that real soon, and I'll post here as a follow-up. Trying to launch it along with my Steam 'Coming Soon' page so people who see it can wishlist it - and waiting for my Steam page to be approved now.
I've had to do some more visual development for what the primary color palette is for things like icons, store capsules, and such. It sucks and I'm super bad at it!! But here's where I'm at, as represented by my title screen and icon -
Just trying to make it feel acceptably presentable for now I guess!
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For this last, more marketing-focused push, I've been thinking some more about this
'screenshot theory' write-up from adamatomic bit ago. This thing honestly hasn't crystallized enough to deal with the finer points, but I think I've been failing to really communicate visually things that will clue the right people into what might be exciting about this game.
I don't want to emulate the visual style or feeling of
Final Fantasy Tactics, but I DO want to make very clear to fans of that game that TT is firmly situated in FFT's legacy.
So for starters I took my current 'Evolve' menu, which I had no strong feelings about other than that it was definitely not finished, and emulated FFT's 'Job' menu. The process of doing this forced me to make simple placeholder silhouettes for my full roster of planned evolutions, which was a lot of very helpful creative work.
You'll see I also refined or reworked the early jobs I wanted to show in the teaser, and in doing so made some more concrete costuming decisions. I've decided to pull inspiration from a very broad and unbounded era of Russian historical dress around the 14-1500s. This might get more specific and clear as I learn more about the history and dress but for now it's just a treasure trove of colors and silhouettes for me to grasp at. Ultimately it's not a historical game, but I think having a historical source, even one this broad, will help unify the look and feel.
Some other stuff I did for the teaser that's smaller and so I might not screenshot it or anything - refined my damage reaction + popup text to emulate roughly FFT's, simplified my overly ornate tile highlighting in the direction of FFT's simple squares, improved a variety of UX / player communication issues such as path highlighting, enemy highlighting, damage and kill prediction UI (many of these thanks to very helpful notes from friends Galen Drew, Nick Kaman, Reed Erlandson, Isa Hutchinson - god bless).
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I've been doing more playing of similar titles to see what's out there, what interesting design developments have happened in and around the genre more recently. One that excited me the most was Human: Year Zero. To be fully honest I couldn't really tolerate it once it had any level of difficulty - I think I just find XCOM-likes uninteresting on a fundamental level - but it had some very good things in it that I'm just going to borrow, at least as starting places.
For one thing, it felt GREAT to be embodied as a single party member, with the others following. So, that's been implemented in TT now. For another, I loved being able to see the enemy aggro radii and use those to inform my wandering. Also in TT now.
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And as always I've been doing a lot of writing and rewriting. Michael Bell, who's doing sound and music, is also an English professor, and recommended me the
excellent book on writing
Wonderbook, written by Jeff Vandermeer, whose books
Annihilation and
Authority are some of my recent favorites, and have certainly influenced TT.
Borne was alright too.
Wonderbook's been an incredible help for me in thinking out the story, both in terms of broad scope, plot, outline, and also in terms of presentation and tone, especially in terms of where the story starts, who tells it, and what order to introduce elements in. I think I finally have a solid outline of the whole thing??
In addition I've gotten some really great feedback from Isa Hutchinson, who's been my design collaborator on this, playing the fuck out of builds and giving pages and pages of notes for probably years now. The most essential bit of feedback relevant to this bit I'm talking about now: that maybe it would be nice to just hang out with a goblin and NOT kill them. Which yeah. Why would these living things want to attack you? I feel like I've been sort of penned in by the genre and I'm excited to break out of it a little here for the sake of world building and storytelling and tone.
So these two things together - I've decided to more or less kill the idea of "feral" goblins, in favor of one clear enemy: The Fog, one vast spirit miasma that has possessed the many goblins who attack you. The idea for now is that the Fog will have a clear (but growing) border, and if you stay on the safe side of it you won't be forced to fight. There will be a smattering of goblin towns along the coast outside of the Fog border, and the story will ask you both to visit these towns and warn them of the Fog, and also to venture into the Fog to attempt to stop its growth.
I'm excited about a lot of parts of this.
I'm excited to have a bulk of the writing be one-off towns - the kind of world writing that lets players explore freely and discover interesting novelties. And also to have a clear mainline plot which can live in a clear relation to that nonlinear one.
I'm excited to have a chance to communicate some positive visions of the future, to give players something to fight for. What are you protecting and why is it worth protecting?
Similarly to the way I feel 'goblin' more clearly communicates my intention than "humanish but sort of stupid and degenerated and animal-like, in a way that can be cute and endearing, but also it shouldn't bother you too much if they're violent and die," I feel that "The Fog" is a trope that more clearly communicates "sort of like a vast hivemind that is encroaching slowly across the landscape and turning the people and towns in passes over into zombies." I love the way these things fit together as fantasy tropes.
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What's next?
I think I need to be focusing on how my development process relates to my ability to release teasers and other updates that double as marketing assets.
Now that I feel I've got something that at least hints at the genre and intent of the combat, I want to do the same for world and story. Which is kind of terrifying. But also exciting.
I think I need to redo my overworld terrain. The way it warbles and undulates is nauseating for some who've played it, and I just really want my work to be accessible. Maybe need it to be accessible, given that it's a pretty niche genre. So I'll probably try to find a solution for that that feels more stable and grounded.
I need to build out at least one goblin town and get a sense for how players interact with them.
I need to build out my writing integration better. I think I may look into Ink as a solution. Copy-pasting strings into the inspector is obviously not a good plan long-term, haha.
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Eventually I think I may be trying to release a playable demo of the intro, alongside an early access storyless 'foreverlands' mode, so I can have more player feedback as I develop out the classes more specifically. And also money. But I think it makes sense to resolve and communicate the world and story before I start asking people to buy an unfinished thing.