The time has finally come to publicly share a first look at Prism Queen in motion! Check out the trailer and be sure to let us know what you think of how things are shaping up.
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Hey everyone! It's been a quiet month since our last blog, but we've still been hard at work on Prism Queen and things are coming along nicely. Expect bigger updates soon, but in the meantime we're proud to present our polished logo for the project! We've also added a number of new screens and a fresh description to the game's page.
Until next time!
August was an interesting month for Prism Queen. Early on, our hours poured into the project exceeded those spent on Chubbins and Soon Shine combined, and by the end we're getting close to surpassing the total of all three of our prior games. Looking at things in those terms, it's troubling to think how much we've already put into a project that could ultimately fail on Kickstarter--no doubt many indies know the feeling.
On the other hand, Prism Queen is all about aiming high, dreaming big, and doing everything right this time around!
In mid-August we took time to reevaluate our schedule. We'd been looking at October for Kickstarter, but decided that making that deadline would not only mean working at an insane pace but also scaling back the Kickstarter presentation from our original vision. We ultimately decided we didn't want to go that route. We want to take as much time as necessary to polish Prism Queen and give it the presentation and promotion it deserves.
We're now looking at winter 2018 for Kickstarter, probably February. We hope everyone out there will agree in the end that the wait was worth it!
So, we aren't quite where we intended to be by the end of July. Things were going well in the first half, then took a turn. We were ready to move forward on certain aspects but wanted more graphical feedback first (an area of contention in our previous titles). From those we sent work-in-progress screens to, some replies were less than enthusiastic, while others we still haven't heard back from. On the upside, having an environment that's still in development allowed me to keep adding details while waiting, and work to address points of concern as they arose.
Everyone's imagination works differently, so the potential of a WIP screenshot isn't always obvious. What to us was a park at the city's edge (again, in progress), was perceived by some as a random pairing of an industrial foreground and a meadow background. This is exactly why feedback is so important; eventually we would have fleshed out the park, but in view of this revelation, I made it my top priority, starting with a fence to separate the two distinct areas.
All three of these images are still very much WIPs, and we're still looking for feedback on how the intro environment is shaping up, as well as the overall art direction in general. Tweak by tweak we hope we're closing in on an eye-catching and eye-pleasing aesthetic.
It's been just over a month since Dahku announced its return to the game scene. Reception was predictably underwhelming--we hadn't exactly attracted a large following in the past, and we weren't quite ready to talk about the future. As it happens, we still aren't ready for any sort of official reveal on our new project, but we figured it couldn't hurt to drop some early details and let our few devoted followers know how things are going.
Toby shared the above screenshot on May 6th, a very early look at his side of things. His testing environment hasn't changed much in the past month, but for the programmer it's all about what's under the hood. He's more than doubled the number of lines of core code at work since then, and all of it's been fine-tuned for efficiency and performance along the way. In short, all major motion and collision functionality is in place and running super smoothly.
Our main character model is very near to complete, and hopefully she'll be animated and ready to insert into the engine before long. But my time hasn't been solely devoted to one character. Among other things, I've been building an environment that will ultimately be our intro stage. There's still much to be done, as the screenshot below shows, but there's been a lot of texture and shader work involved as each piece of the stage is added and we feel our way toward perfecting the desired aesthetic.
As you may have gathered, we're developing a 2.5D platformer. And, that's about as specific as we want to get right now. We're making something big, and don't want to unveil it prematurely. As for how big, let's just say that even at this early point, the total hours poured into the project will soon match the time we put into Chubbins, previously our biggest title. And we're not alone; we've been getting advanced opinions from select individuals who are prominent in the online communities that represent our target audience, and just today we signed a contract with an awesome composer who will be providing our soundtrack! Stay tuned, the future is looking bright!