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And Then You Look Up, Which is Worse Than Down

by Netwyrm · 10/21/2016 (5:32 pm) · 3 comments

www.worldofantra.com/resources/pictures/splash_gcs/ggblog10/GrayDownshot900.png
OK, have been hunkered down turning "finished" into finished. And besides that production overhead, I'm really having to work at how to talk about the project. It's always been easier for me to make things--promotion is really important, but it is also a whole different thing, so writing articles is becoming a thing, too. Already it's been since August since I posted here... wow have I been a clam lately.

Right now the work is very intriguing too. I'm beginning to encode stories into the quest system, which has been made to function but never really been the focus because that was the last part. It's that last part, so it's getting focus and having it work is very rewarding, but having parts that don't work is very frustrating. Its frustrating and rewarding at the same time, as some parts of it are just enormously frustrating to set up to test, because of how many different moving parts have to work together to pull that part of the illusion off!

It is simply not going fast enough, when I switch to wearing my producer hat. There's still too much back and forth and banging about with a hammer getting things regularized. I feel a tremendous amount of pressure. No matter how clearly you think you have envisioned a process, it turns out there are a lot of shortcuts your mind took on the way and putting the idea into reality has bumpy bits.

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But it goes and once a story piece--stoxel?--is in place, it goes faster--replication is always faster than creation. Getting delivery missions in this last build was sweet, there is always a package to be moved from here to there so it is a fundamental story elements. When you only have a couple verbs, each new one added opens up huge possibilities.

The game feels like a lumbering beast, sloughing down a runway and slowly painfully getting some air. There's so amazingly much to do in every direction, sometimes it feels hard to breathe. Right now some zones are crashing on laptops, but not on desktops. There's a costume set or two that simply can't appear yet because setting up the parts which drop the parts just can't get done due to time. And there needs to be another dungeon in the jungle right now.

www.worldofantra.com/resources/pictures/splash_gcs/ggblog10/CarnivalofPumpkins900.png
Getting everything out there where players can play it the most important thing right now, making content and crunching like a snowplow off the rails through the many rough parts in the way. The graphics aren't great, although they look pretty good thanks to the engine. I'm hoping being able to chain together stories quickly backstage is a good differentiator for the game because it is where all the play, composed of things to do, really exists.

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About the author

My adventures in T3D are chronicled at http://www.worldofantra.com. Please be aware the subject is sword-and-sorcery, and the occasional bloody or bare body part may be in scope.


#1
10/22/2016 (3:05 am)
Nice work dude! Keep it up!
#2
10/22/2016 (3:49 pm)
Quote:I feel a tremendous amount of pressure. No matter how clearly you think you have envisioned a process, it turns out there are a lot of shortcuts your mind took on the way and putting the idea into reality has bumpy bits.

I feel you bro. Oh man that is one nasty familiar feeling :)
#3
10/23/2016 (2:22 pm)
Shaping up nicely. Good work!