Beware the Rains of March
It’s been a very cold and wet month around Dallas since last we talked, but snow and ice days have afforded us even more time to work on the game (as Akil said when Jeff asked if we’d seen the “blizzard” outside, “What’s ‘outside’?”). February was a busy month for PolyKnight and InnerSpace. We’ve been doing a ton of important work (some of which you can see below). As always, you can keep up with what’s happening by following us on any of our pages:
- Eric B.
PolyKnight in Print
Yesterday, the April issue of Edge Magazine hit store shelves, and among the many games previewed in it (including Tyler’s soon-to-be obsession, Bloodborne), was InnerSpace! In the article, Tyler and I had the chance to talk about the game, our Kickstarter campaign, and our inspirations for both InnerSpace and game development, in general. We’re very proud to have our game included in such a long-running, well-known publication, like Edge. You can pick it up either in print or digitally (iPad & Google Play Store).
Along with continued work on systems and level design (which aren’t really the prettiest to look at), our art team has been hard at work modeling and animating production-level assets. Among these is the Archaeologist’s submarine, which Nick finished over the past week.
In a recent blog post, Eric G. described the Archaeologist’s role in InnerSpace, along with a glimpse at the process of designing the sub, from initial references, to early sketches, and finally, Nick’s final model.
One of the most recognizable parts of InnerSpace’s universe are the towers. Eric G. has talked about his approach towards designing the architecture of the world over on the PolyKnight blog, but the process of actually building the towers is an entirely different story. Because of our team size, we knew that creating each tower individually would be a massive undertaking. Since there is, in any culture, a trend in design principles of which all architecture is derivative, making the towers unique, but aesthetically similar was relatively simple after we developed a modular system.
By designing pieces that fit together (not unlike LEGOs, really), every tower can be constructed relatively quickly and easily by our level designers. This means that not only can we construct our civilizations faster, but also ensures that each tower is representative of the setting’s proclivities, allowing us to maintain a cohesive art style.