I know I’ve been rather quiet on the blog, and with regards to my emails (sorry if I haven’t replied to you if you’ve emailed me-it is coming!).
I’ve been slaving away at getting a fully playable portion of the game done for testing and display purposes. Who will actually GET to test the game, or WHERE it will be displayed are entirely different things!
REZZED.
I was invited to REZZED, and set a deadline for a playable demo of the game-but due to VISA and financial limitations, I’ve had to skip this year-but I will definitely try for next year-if not to display anything, just to experience it. But I decided to stick with the deadline of a fully playable, very large chunk of the game to be complete by that date.
EXPERIENCES.
I’ve also been going through the game, and adding what I’ve come to internally call ‘experiences’. I know…very buzz-wordy. These are small snippets of action elements in the game that are in to break up the slower periods of pure puzzle-solving-exploration-goodness.
Now these aren’t things that require quick reflexes, and sort of ‘run and gun’ elements, and you can literally pass them just by clicking on the correct areas, but I’ve found that they really add a ton to the pacing of the game. To have these small bursts of energy really makes the slower, tenser parts of the game feel much…well, tenser.
They also look pretty bad-ass in action, and while they take a LONG time to set up, for a relatively ‘small’ (in game time) reward, they really do push the game up a level in awesome. I think that these are the parts that you will really remember when thinking about the game after you finish.
CINEMATICS.
I’ve been working hard on the cinematics of the game as well, and using them to join sections of the game in some pretty cool end exciting ways. Its mostly for the ‘travelling’ sections of the game, where I want to add in something different to make you feel like you are really moving large distances. I’ve realised that a 30 second cinematic is as effective in conveying time and distance, as 3 minutes of gameplay dedicated to the same thing.
MATTE PAINTING.
This weekend, Im going to be doing some Mattes of The Groomlake for the cinematics, inspired by those amazing shots of The Event Horizon as it sinks into Neptune’s gaseous atmosphere. Ill record myself doing them, and if they come out like I’m hoping, Ill put the videos up on YouTube!
Have great weekend guys!
-Chris