Robots Love Ice Cream - State of the Treats Address January 2013
I hope you guys have all had a terrific holiday season. I managed to not work too hard during the last few weeks of the year (for a change), however I did spend a great deal of time thinking about where Robots Love Ice Cream is at and the path ahead to get the game finally finished.
2012 was an incredible year of development and work on Robots Love Ice Cream. I wanted to write an update to let everyone know where we're at and shed some light on how the development is going.
Initial weapon concept for Brain Freeze weapon and its mechanics. Click here for full-sized image.
I also want to let you all know before I get into any details the project is doing really well and I have scheduled out regular updates for 2013 to make sure the process becomes a lot more transparent. You can expect about two Kickstarter updates per month (should land on the 2nd and 4th Fridays of each month) with even more updates coming via our blog. It's just going to be part of the development process and I'd rather the game take a little longer and everyone be informed than keep working under wraps. I'll do my best to make sure the Kickstarter posts are provided links to the posts on the blogs so anyone who isn't following the blog can catch up with the project postings there.
So, where's the game at? Long and short of it - we're still in alpha (the game isn't feature complete). There were a few things that we originally had hoped to just barrel through that had to be revised and revisited, especially after some limited playtesting. The biggest one was the controls. The other one was a design question - are we providing enough for the player to experience and will they want to continue to engage with the game? When we first asked this question, the answer was no. The game is on the right track in terms of fun, but we came to the conclusion it wasn't going to have the replayability and depth we have sought. We've been working hard to address both of these issues.
After a almost month of work, the controls are in a pretty good place now, but we'll continue to test and refine as needed. Mid-2012 we implemented a new mechanic to the game that I didn't really have on my radar initially: jumping. At first I was skeptical, but the rest of the team felt like it was a pretty good idea that would add a dimension to the gameplay. While it has taken a while to implement and we continue to tweak it, it has provided a lot of possibilities and I'm actively working on building the game systems and tools to leverage it fully and in an ultimately expedient fashion.
Once we've got the rough edges polished out of the jumping mechanic I want to shoot a video of it in action. It's been pretty tough to implement due to the game being around a planet and how gravity and physics need to be wrangled in such a game world. This has been my main development priority over the past month.
Here's a look at the current game interface as well as what the game generally looks like. The gameplay visuals don’t have all of the treatments they ultimately will, but they’re getting there. Click here for the full-sized image
On the next post on the Addo blog I'll be writing about the evolution of the game controls and interface as well as some details on our weapons systems. Thanks so much for you patience and support. This year is going to be great one for RLIC and I hope that we can do right by you guys by opening up our development process and showing you all how the game is coming along.
Take care, Burton
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