Monday, January 6, 2014

High Entropy: changes and plans for 2014

It's been some time since I posted about my progress, so I'm going to try to explain my current plans for High Entropy in case you are interested. At some point last year I started exploring the possibility of making a more ambitious game, with open, exterior areas, more exploration and action... which is a type of game I always wanted to make, instead of my original plan for the game of an action and 'puzzles' adventure taking place in a building, advancing from floor to floor. I got quite excited at first because it seemed more feasible than I originally thought using the free version of Unity, but the problem with that new approach was that things were getting more complicated and, after experimenting a little more, I realized that it's something I can make but will take more time and I'll have to learn how to overcome some extra technical challenges (the pro version of Unity would help with some of them but I can't afford to get it for now).
Because of that, and because I also really liked my original design, I've being thinking about splitting the project in two connected games (I have the story mostly worked out and fits quite nicely with this approach): one will be the short term one that I will focus on right now, the original game I had planned, and then the long(er) term one, that will take place later in the storyline in a more open environment. This way I can focus in getting something done that I think can be fun and interesting but relatively easier to finish, and then go for the more ambitious sequel (there are many things in common in both of the designs so making the first one will mean implementing many things I need for the other).

Anyway, that's where I'm right now, working on the first adventure, which, best case scenario, will be good/interesting enough to sell on digital stores and make some money (which will allow me, among other things, to buy a pro version of Unity), but we'll see how it goes.
Lately I've been working on a more final version of the 'retro' operative system for the computers in the game, a key element in my gameplay design, and I'm really happy with how it's taking shape and looks: it lets the player explore the contents of a computer using the command line interface (dir, cd...), finding documents with useful information and programs (mail reader...) and connect to other computers on the same network or devices like doors or sentry turrets... to solve puzzles. I also need to redo some things for the physics based puzzles and the shooting mechanics but those things were already in good shape, 'just' need to refine them.

That's it for now, I'll make a video and/or take some screenshots showing the new computers and turrets after I've worked a little more on them.

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