Sunday, September 1, 2019

Farseek

The newest iteration of project annihilation, now with 60% less syllables. The new name is more than just a way to reduce the time it takes to type an in progress project’s title, it coincides with a new part of development for us. Our main project has been worked on for a year and a half now, and the end of the initial piece is in our sights now.
Our goal from the beginning has been to create a demo to headline a kickstarter or other crowdfunding campaign. Without outside funding, finishing the game as a whole would take many years more than what would be necessary. Many crowdfunding campaigns launch with only visuals with most having examples of gameplay to show off. We want to do more, to show anybody interested in exactly what our game is about.
Farseek will have a stand alone demo playable at the time our crowdfunding campaign begins, it will be a prequel to the main title really. We want to ensure anybody wanting to put money towards our project will be satisfied with the end product, and this demo is an opportunity to show game mechanics to a wider audience. Any chance to improve gameplay should be taken.


This blog series will run weekly, being posted Sunday each week. In this blog we will give updates, show in game art and what is going on in general. Each week will have a theme, whether it be art, gameplay, lore or mechanics. This week’s theme is more a general update, as well as laying out what we plan on getting done and when it will be done.

Time Scale
We are working towards a December 2019 starting date for our crowdfunding campaign. If we need to push it further away we will, we want to be professional and only present a product that is ready to be supported. The demo will be available to play that same day with or without supporting our campaign.
Be sure to follow this blog and our main twitter so you can see any and all updates that go into making a video game of this scale for the first time!

Art Blog
When we post an art blog, we will focus on a handful of art assets, either created by Kenna Marar or Philippe Racicot. We will go into detail of how they were made from the initial direction to art programs to how they are implemented in the game engine.

Gameplay Blog
Gameplay blogs will show off gameplay itself. This can be through screenshots or through video footage, either commentated through voice or text in the blog itself. These posts will hopefully clear up questions anyone may have about the game itself.

Lore Blog
Lore blogs will go over the story of the game and the world it is set in. These will certainly be carefully made, as all the past lore blogs we have posts aren’t even relevant to the game anymore. Farseek has changed a lot over development, and the lore behind it seems to change weekly at times.

Mechanic Blog
Blogs going over mechanics will detail specific aspects of gameplay. Rather than showing gameplay as a whole, we will break down one single part of the gameplay and examine it in detail. We will go over how it was initially designed on paper, then implemented into the game, then bug fixed and tweaked from then on.


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