Only one month left till PAX!! It’s starting to loom really ominous now in the near distance, and we still have so much to do! We spent this week AGAIN working on usability and first-time player experience.
Starting the game now has you fall from orbit in your rocket ship which explodes shortly after crashing. It serves no functional purpose, but provides precious context for people who just picked up the controller and want to play! We want players to feel abandoned together on this strange alien world moments after their wreckage has exploded.
You can also melt your own ship wreckage down into matter if you want. :)
We also added a transceiver as a test this week. It’s still rough but we like the space it occupies so far. Having a direct line of communication to the player is handy for delivering info but, you don’t want it to annoy them while they’re playing. The transceiver only mentions player-reaction dependent events and does so quietly in the corner of the screen.
One month to go and we’ll be at the Indie Megabooth at PAX! EXCITED! :D
Our first time player experience has been the focus again this week! We’re still working to make Inc more accessible and easily understood by first time players (looking forward to everyone getting some hands-on time at PAX!).
Aside from the expected hovering icons & highlights, one of the more interesting additions has been the new blueprint feedback. Blueprints now show the amount of remaining matter required to build, and update live while you spray matter into them.
And here’s some super-secret footage of us working away on a Friday!
It’s been a long time! I’m the beer & robot loving artist Yamatron!
This week, I will write about how I create a design implementation plan of the “office” building. The Office building if the first to come out in the game. Here, you can check soup recipes, or receive a command from the Soup Co. RoboExec says “Make soup!”. The “office” is actually a spacecraft sending all players from Soup Co Central office to their planet.
Flow of design:
1 Rough sketch
2 Created in illustrator
3 Fit the image of the game in Photoshop. (outline+texture)
4.Try to put the material into games. (I also create parts to animate here.)
5 Modification from design feedback.
I want to write more detail of these steps again sometime! Various buildings will still come, so enjoy!!