Sunday, January 11, 2015

State of the Project: Jan 11th 2015

I haven't posted on here for quite some time so I felt i should give an update on Cytobellum. I originally planned to have this game finished by now. However, as I should have expected this was an unrealistic goal. Developing a game like Cytobellum is quite a daunting task for a single developer. This is because you have to manage every aspect of the game: the code, the designs, the animations, the content, the soundtrack etc. Given that this is has been my first real game project this has been immensely difficult to rap my head around. What I have done so far is create a prototype level, meaning a scene in the game that establishes the mechanics that will be present in all levels. I'm finishing up the designs for other levels so those will be implemented soon. On top of that I've been finishing various other elements of the game like the GUI. I've also been spending quite a lot of time watching and reading tutorials on Unity and C# (I have less than a years experience being a programmer). Clearly finishing and polishing Cytobellum on my own will be difficult.

Unfortunately, as of Feb. 7th I'll have to put the project on hold for three months. I'm on a gap year (or basically freeloading off my parents an extra year before college) and making a game isn't enough of a good use of the time I have, so I'm going to Nepal on a volunteer trip. I'll be staying ten weeks between two Buddhist monastery's teaching the young monks English. After that I'll be headed to Europe for another 3 weeks of vacation. Despite this, I'm still feeling very optimistic about the project because I'm very dedicated to getting it finished. Immediately after I get back (April) I'll be resuming my work. With another month of two of work Cytobellum should a very playable game worthy for Steam Greenlight.

So that's the state of the project. I may be able to release some sort of teaser trailer and/or more screenshots before I leave, but no promises.




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