Damsel - Dev Diary #2
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The last couple months Damsel’s production basically started over from scratch using the latest versions of Unity. Old code was scrapped since I’ve spent a large portion of the last year gaining experience with architecting a large game and now I have the confidence to say I can launch this game with a solid foundation.
The last couple months Damsel’s production basically started over from scratch using the latest versions of Unity. Old code was scrapped since I’ve spent a large portion of the last year gaining experience with architecting a large game and now I have the confidence to say I can launch this game with a solid foundation.
PRE-ALPHA PROGRESS
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Most recently I’ve been working on the modular building system, the floor and wall are mostly functional now and destructible. Next I’ll be adding more variation to the models depending on the placement context, such as a wall will adapt to the slope of a roof, etc.
After fixing some bugs with the placement system allowing for invalid placements, I’ll finish the rest of these wood models, soon we’ll also show some more primitive structures that you’ll likely need to start with as you begin a new game. I’ll return in the next month or two to add more to the modular structure system, you can expect the following improvements over the next year
- Further upgrade durability such as double sided walls or higher quality wood
- Insulated walls (for warmth in winter)
- New building materials (brick / scrap metal)
- Materials with weather and aging effects
WHAT’S NEXT?
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Finishing this set of building pieces is next and making sure there’s no bugs left in the placement system. I want to continue expanding on the building aspect a bit longer though to get more of the experience across, which means building more primitive structures out of sticks, stones, logs, leaves, and clay along with properly acquiring those resources with the correct tools and making the Inventory UI and Quick Select Slots more functional. A workbench will be required to create refined wood to build non-primitive structures.
We’ll probably be releasing demos for feedback all throughout development starting with this first build of the game testing the modular building systems.
Another priority right after the build system is to get a full combat sequence playable against a violent spirit who sometimes appears as a mist sometimes filling into a more humanoid shape, throwing things at the player, picking them up and attacking up close. You’ll have to salt the doors and windows, draw supernatural sigils and equip yourself with iron to ward off the spirit while you sense out the location of it’s nearby remains to destroy.
Around the same time after several early feedback builds, co-op will become the priority, death and revival mechanics explored, AI tuned to work against two players, spirits from the otherside interfering in your revival by a friend.
One of the last major aspects on our mind currently is getting the demons in the game as well, all the while expanding the map and equipment to play with.
We look forward to sharing some of the finer details soon.
ROADMAP
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A lot of the (time consuming) foundation has been started and should be functional in the coming months; player actions, skills, equipment, inventory system, networking, artificial intelligence, overall environment and optimization.
I know it’s a lot and it sounds like it might take years before anything is released but I’ve gotten a healthy dose of experience over the last decade to know I can deliver the fundamental experience we’re aiming for, and I am absolutely excited to get more help on the team when we have the budget for it but it’s not entirely necessary.
In the next few months when we’ve gotten a couple early demos out for some feedback we’ll likely run a Kickstarter campaign. If it’s successful, instead of working on Damsel in little bits of my spare time when I have enough mental energy left, I’d be able to work on it as my full time job with updated equipment so the editor stops running at 15fps when trying to capture some nice footage.
If the campaign is wildly successful we have plans to expand our team, most likely would begin working with Composers, Foley Artists, Concept Artists, Character Artists and Animators at first, roughly in that order. A large portion of the leftover budget will be for marketing to help at launch.
COMMUNITY
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We have a lot of community plans that’ll be up and running hopefully next month, starting with our first builds of the game we’d like feedback on. It’s not decided just yet how access will be decided, that’ll be for the next Dev Diary.
We’ll be active on Discord once the demos start rolling out, till then we may not be on as often. Newsletters seem pretty popular still so by our next Dev Diary we’ll have ours back up and running for those interested.
Thank you for following our progress, you can be more involved in Damsel’s development or just have the most up to date info on our Discord.
Discord -
https://discord.gg/ymvCTqkEPRFull Dev Diary -
https://breakingpoint-interactive.com/news/damsel-dev-diary-2