Monthly Archives: March 2011
I’ll do a little post about combat within the game later, replacing this. While I cook that up, here’s a random mockup. Not a screenshot – I haven’t pinned down the art direction yet, so, these mockups will be a work in progress.
Sorry this was so long in the making! I thought about providing actual footage of what’s in the game now, but there’s still very few assets, and gameplay by itself isn’t easy to appreciate when it’s whizzing past, sans graphics.
The Action-RPG element is one of the two major forms of gameplay in Megatronica. I’m not sure how much time you’ll spend slaughtering things, but it’s one of the key features. It’s also being worked on in tandem with the city-building aspect. These two features are basically opposites – city-building is slow and requires a lot of conscious thought. Combat, on the other hand, is really, really fucking fast and doesn’t leave that much room for cautious tactical thinking, but a lot of unconscious, rapid-fire strategy.
What is Megatronica?
Megatronica is a video game which started production in December of 2010.
Okay. So what the hell is it?
Specifically, it’s a weird mix of 2D realtime action-RPG, city builder, social sim, adventure and pretentious navel-gazing art.
Oh good god
Now that I think about it, it does seem a little convoluted.
The game is a mix of genres intended to involve players in the world as much as possible. This means tactile, easy-to-understand combat, with a ridiculously complex system lying underneath. It’s an RPG with a lively world to interact with, and all the gameplay that would grow from that.
How is it getting done?
I have a lot of time to waste and also I’m a fast-working motherfucker.
The game has been in development for around 3 months, now, and that’s with college wiping its dick over my schedule. With summer on its way, I’m starting to crack down on the project, which is already at least something. While it’s nothing to look at right now, combat is already more-or-less complete, and the city-building component is slowly crawling its way to completion.
When will it be done?
The goal is to have something playable by January 25th, 2012.
Note that doesn’t mean ‘done’. The intent is that it would be a working foundation at that point, with basic assets, solid gameplay, and just enough content to work for a few hours — but with a high potential of expansion. It won’t set the world on fire at first release, but it’ll be a springboard into the meat of the project, and give a good impression of what to expect thereafter.
This sounds like a sales pitch. Is it a sales pitch?
Nope! The game’s probably going to be free, at first. If at some stage it ends up being 200 hours of cream-your-pants awesome, I may begin, timidly, to dip my fingers into the smoldering pit of capitalism and release the demons inside to prey upon your wallets. It would never go beyond what you’d expect from Xbox Live Arcade, though. And it certainly wouldn’t be until people were willing to pay.
So what’s the point of this?
The game isn’t set for serious release in a while, and I don’t stand to gain much by showing it off.
The purpose of the blog is to show off my design notes, programming, and assets up until release. It’s here as a set of personal notes, to chart the game’s progress, and to get feedback if anyone actually cares. As development starts to rev up ‘for real’, some focus is good to have.
More importantly, it commits me to the project, and makes it real. The idea has been bouncing around my mind for years and years, and I’m determined to get something done. I’ve done year-long projects before, so I’m not convinced this is biting off too much for me to chew. But, we’ll see. If I end up posting a ‘sorry, no game’ thing in a few months, feel free to point and laugh. I’ll take it as incentive to get this thing done.
What are the actual chances of a demo?
It depends on how the game gets made! Right now I’m getting the engine into a state of completion, followed by the graphics. If I end up with a playable section of the game, as I intend to by the Jan 25 date, it’s possible that something will come out to the public.
What about after January 25, 2012?
Constant, sweeping updates. Think along the lines of Minecraft and Dwarf Fortress. After the game is playable, I’ll be working on it ad infinitum.
Why not do something small first?
It wouldn’t be worth releasing.
But yes, I have.
So then why not–?
Because it’s not worth releasing.