Game devblog 005

First prototype

Clickety clickety click, some more pixel art stuff. And all of a sudden – we gots a game going on. Well, early prototype of just the main deck and movement and shit, but – hey – it’s a start.

Here’s a super early prototype video. It’s really my first “it’s alive” moment. 🙂

Now, there’s a whole other level (L1) below the main deck, with three access points, but I’m still figuring out how to trigger the scene changing. Also, there’s some kind of a stutter on movement… I wonder if it’s just a debug window issue or something I’m gonna deal with once I publish the game for a platform (it’s supposed to be a mobile game, btw.)

Oh well… There’s my homework for the next blog 🙂

Game devblog 004

Code stuff

Ok, next is some code and making it happen.

When I started playing with the idea of making a game again, I did some research with the engines out there ’cause I’m too lazy/stupid to go back into computer science and heavy duty coding… So, after doing the Unreal/Unity/All the rest of them gauntlet I found out about this small little über-powerful game little engine that does it all. And it was open source.

So, after checking things out I decided to join the Godot Engine fan club a while back. Why Godot? ‘Cause Godot is fokin awesome, that’s why. It’s the Blender & Gimp & Krita & all those cool and open source projects that are now totes on par with commercial multi-million and billion companies out there – only in the game engine world. To use the lingo of the advertising world – it’s a market disruptor. Whatever the fuck that means, the only disruptors I ever cared about are of Klingon Empire origin.

Godot Engine already has a massive user base, a super active discord, and an astounding amount of cool shit you can do in it – and it’s just getting better. And it’s like ~60-70Mb to install. It oozes demoscene vibe to how it’s doing it’s thing. Endless r3spect to the team behind it, for real. Super intuitive interface, super helpful community. Check.

Let’s do this!

Game devblog 003

The crew

Ah the crew. Tropes, everywhere tropes… Lolwut?! No. Awesomeness, everywhere awesomeness 😀

I started playing with some pixel art concepts for the crew complement designs, setup character looks – and at one point I recon I got enough to run with. The first pass on the crew design concept.

I got the captain, 1st officer, pilot (the redhead in the black “jelek” vest), engineer, doctor, sensor array operator, defense array operator and, of course, the muscle. Sailor shirt guy.

So far I only did walk cycles for the captain, but it’s totes gonna be copy/paste to make the other ones.

Onward!

Game devblog 002

The ship

And now for some art.

What’s it gonna be this spaceship thingie? It will inform at least a faction design.

So… Hm… Let’s make a blueprint of it. Maybe give it a name. Oooh, I came up with a temp name “Oregon Trail”. Lewis & Clarke must’ve been into some shady shit on top of trailing a path into the unknown. I was sure our fam in Oregon would appreciate it, and it’s growing on me. We’ll see.

IMHO a personal name of a famous historical figure feels more like an army thing, and this crew… Is not… Some of them maybe ex-army, but definitely no fans. A path, a trail… A trek 😉 But let’s avoid names for now. Here’s the blueprints I did in a vector drawing software. Used Adobe Illustrator for this one, old habits die hard…

Of course this being a pixel art project, only the Flying Spaghetti Monster knows knew what it’s gonna look like in the end. I had to lose most of those curves and my pre-school kid level amount of weapons. It’s still gonna carry armaments, ’cause lawless universe = lot of opportunities to shoot and even more to get shot at. I’ll figure out where to stick them soon enough.

Here’s a sneak peek of the current status:

Indie game development & digital art by Aleksandar Djordjevic