With 2016 behind us and 2017 before us, we have the need to set new goals for the new year. This is something that we failed to do at the beginning of 2016 and it sure had an impact on what we accomplished this year. Frankly, that is not much. Instead of looking back and feeling bad about what didn’t happen, we, instead, want to look forward to what we want to do.
This year, we have a booth at Super! Bitcon, the local gaming convention run by the great guys at Oklahoma Retro Gamer Society. We had a lot of fun at 2014’s S!BC and had a good show. So I wanted to set us with another deadline for having a good gaming show. We won’t be doing another game jam, but we will show off a game or two. We really want to finish Shattered Star: Prelude and we hope having this deadline will get me there.
Once that is done, we will begin serious development on Shattered Star. This game has been in pre-planning for a long time and we really need to get it going. So once Prelude is done, we will have a good base to build on to bring the main game to life.
Those are the two biggest goals for this year and we hope that it will all work out. We have some other small game ideas we would like to play with, but we think the main focus should be on these main games. We do have other goals too.
We want to post more on this blog and on social media to build hype for our games. We really need to build our fan base and drive interest for the games. We think these games can be really successful if we can drive that interest early. We have already started and just need to keep it up.
We also want to create more videos. These will be development vlogs or something else similar. No strict plans for this, but something that we think could help build interest in the long run.
Finally, we want to support more of the tools we use. This includes contributing to the development of HaxeFlixel or paying cash to those who maintain the tools we use.
While I am plugging away at Shattered Star: Prelude, Willis is busy with concept art and game art for Shattered Star itself. That game will have a total of 8 bosses and one final boss. It will also have some mini-bosses here and there as well.
Willis has sent me the first pieces of concept art for two of these bosses.
First up we have our space demon, Nova. She has control over the space around her, through which she can teleport and even manipulate gravity itself. If the player is not careful, she will end up crushing you or trapping you in difficult spaces.
Next up we have the light demon, Aurora. She has the power to manipulate light. She uses this power to create lasers and orbs of light to torment and blind her opponents. She may not look like much, considering she isn’t much taller than most monsters the player fights, but she is highly deadly.
Willis is busy creating more art for the other characters in the game. Keep an eye out here, on Twitter, on Facebook and on Google+ for more.
Hello everyone. We are sorry to have been away for so long. We have been working, at least as much as we can. While things are slow going, we are planning some great things in the near future.
First off, We want to assure you that we are working on our our primary game and have finally decided on a name. Charnette will star as the heroine in Shattered Star. We really like this name and find that the title describes a core aspect of our game really well.
We would also like to announce that we are working on a prequel of sorts, more of a prelude really. Shattered Star: Prelude is the story of Charnette’s ancestor who defeated the evil wizard and shattered the original gem which gave the wizard his power. This shattered gem is what gives the evil demons of Charnette’s world their powers.
SS:P is going to be a simple game. It takes place in a single castle with 4 generals and the evil wizard king that the hero must defeat. We have been working on the design of this castle and some of the bosses and monsters recently. We thought we would show you the initial design and layout of the castle.
As you can see, there are three floors and a basement. There are also four towers. Each tower houses one of the four generals and the rest of the castle will have a number secrets to explore.
We have already started preliminary design of the castle. Each colored section is a separate level map. Below you can see the first area of the castle, the courtyard.
You can also see that this castle is going to be a lot larger than the map of DK Adventure. You can see that one below. The courtyard is over twice as large as the whole of DK Adventure.
As for what you can expect of us this month, we plan on getting the preliminary design of all rooms of the castle done by the end of the month. We will also strive to have one boss and a few monsters animated. If we can, we will try to get that boss and the player in the game and interacting.
We also plan on taking part in this month’s Game Boy Jam. This is a 10 day event to make a game styled after the old school Game Boy. Since SS:P is going to be done in the style of the Game Boy, We thought this would be a fun exercise.
So there you have it. Some news, some plans and some cool stuff coming your way. We will be keeping you posted. We will be posting more regular updates here, on Twitter, on Facebook and Google+. We will also have a screenshot every Saturday. So keep and eye out.