Had to Back Out of 7DFPS

Posted on October 25, 2018

The title explains it all. Gave the 7DFPS a shot and just didn't really have the time to commit to it. I did get some stuff accomplished and learned quite a lot about my development shortcomings that will transfer to some excellent lessons learned for Parabola.

Here are some short videos on the small little prototype I managed to get done this week:

I'm sort of at a loss for just how far I wanted this mechanic to go. Simply copying physics objects and placing them on buttons has its limits, you know? I had given thought to platforms, ladders, and various other 'smaller' objects that could be cloned to complete more specific types of puzzles. But alas, time has gotten the better of me and I won't be able to get all that in before Saturday morning.

I do, however, like where it's headed and have found a slightly forced way of fitting it into the universe of Parabola. This idea or some form of it could work out as a smaller game in the future. But for now, I'm going to sideline it and head straight back into work on Parabola.

My plans are to get some concept art going and start getting the new site filled with content and media for a re-launch in mid-November.

Let's do this!

Michael

Game Jam Updates

Posted on October 16, 2018

This is just a quick update on the game jams I spoke of last week. As I predicted, my travels (and my shoddy internet access during) made it too difficult to get a leg up on the Blackthornprod game jam this week.

Given that, I've decided to just back out and start doing some preliminary planning for the 7-day FPS challenge that begins early Saturday morning. I've always wanted to take a stab at this jam but always miss it.

I'm going to spend the week brainstorming some cool ideas that I can execute on in sub-7 days, seeing as I will be working full time next week. That means a huge chunk of the work will need to be done this weekend while the week is left for audio/graphics polish and bug fixing.

I recently purchased UFPS 2.0, a big first-person controller package for Unity. It's primarily for implementing into Parabola, but I figured I'd use it for 7DFPS and learn some of its features.

A part of me wants to make a strict shooter as it is something I've never really done before. Another part of me wants to do something a bit more abstract and narrative-driven, however. So...we'll see what we can come up with in the next 3 days or so.

I'll keep you posted! Until then, peace!

Michael

Some Updates

Posted on October 12, 2018

It has been quite some time since our last post. In the coming weeks there is some exciting stuff happening.

First, I've successfully relocated to a "new" apartment, so a lot of that stressful shit is being lifted off my shoulders this month. In doing that, I am now living with one of Thought Reactor's floating developers - Ian Davis. The hope is that between our full time jobs we can start to work together to go ham on some game jams. An even bigger hope, is that his assitance can help accelerate development on Parabola.

In Parabola news, the site has seen a couple touch ups as I prepare to seed it for the relaunch. The past two months have been a case of good old fashion game design soul searching - and it has yielded some very interesting results.

As of now, Parabola's core mechanics have been refined to allow for a better paced gameplay experience. Juxtaposed to that is the development of an intertwined narrative. Parabola will feature a deep, science fiction narrative. This story focuses on the ethical and moral implications of scientific experimentation and the issues surrounding that in a future where technology has surpassed practicality and entered the surreal.

Given the gameplay enhancements/tweaks and the introduction of the narrative structure, it is now safe to call Parabola a story-driven puzzler, as it is wrought with elements akin to popular games such as BioShock and Hollow Knight. While the strict platforming nature of the game has been reduced, the game will still feature advanced movement mechanics to make traversing its environs more challenging and restrictive (in a lite Metroidvania fashion).

So, Parabola is quite the hodgepodge of a game - but it delicately balances these elements to help the game feel less like a Portal-like puzzle-romp and more like a narrative-driven immersive sim. Tons of info on the story, its characters, and its setting to come in the next month or so.

In other news, I'm going to take a stab at some game jams in the coming weeks. Back-to-back week long game jams to be precise. The Blackthorn Gamejam, the first of which, will be a less serious attempt as I'll be traveling this weekend. It is mostly an exercise to get myself back into the spirit of development as the past two months have been largely writing and design work.

The second jam, is the well established 7-day FPS challenge - which I'm treating more seriously and as an exercise to warm me up for accelerated development on Parabola. I'll keep updates flowing on the site and Twitter should things start to come together - as I know it will be difficult to get something done during work weeks.

That pretty much does it! Until next time.

Michael