Wed, Nov 19th 2008, 16:20
Shoes
Wed, Nov 19th 2008, 16:20
Ever had a trusty pair of shoes that took you everywhere?
And then ended up by the wayside after a sexy new
pair comes along offering a renewed sense of freedom
as you dash about in them?
When you finally switch back to the old pair, it's just
not the same. Sure, it's familiar, but as you squeeze
your foot back in, it pinches your toes, chafes your
heel, and you could swear that a sharp, intangible little
rock had taken up residence inside.
This has more or less been my experience with my current
project. The seemingly endless period of prototyping,
feeling out the combat system, has finally come full
circle. Coming back to the core game, I find myself
entrenched in an almost hostile environment, my jilted
base game bitter, and slow to forgive.
But, in spite of how grim that sounds, hopes are high.
The attributes are implemented (even if the numbers
do need extensive work) for all of the enemies that
made the cut. The combat engine is in the main
game and is properly linked to it.
Rejoice, for the entire skeleton of the game is in
place! Ship building, art and number balancing are
the only major hurdles remaining, all of which are
being tended to.
After that, it's simply a matter of getting some
early testing in before this reaches an "open beta"
state. Everyone is invited and encouraged
(in some cases, begged) to participate at that point.
I expect to be there in 1-2 weeks.
If you would like to participate in the earliest
phase of testing, leave a comment here or contact
me directly and I'll get you onboard.
I'm also breaking my promise of screenshots. Again.
The sad truth is that you'll probably be playing
it before I bother to post another screen. We've
reached the final push, so don't lose hope!








