Ahoy, all you seafaring swanks! Its Valentine’s Day, and that means spending time with the people you love. That’s why we wanted to spend some time with you, giving you an update about the development of Classroom Aquatic! So come take a peek at the captain’s log and see what routes we’ve been charting.
First off, we’ve completed about three-quarters of the campaign of Classroom Aquatic, and it is more than halfway to being feature complete! Along the way we went through a lot of prototypes for levels that ultimately didn’t make the cut. Some didn’t fit the overall design, weren’t feasible, or simply weren’t fun. Even so, they were instrumental for the development of the game, as they taught us a ton about how to change the core gameplay of Classroom Aquatic, what elements made our game fun, and how to design the flow of the full campaign. Because they taught us so much, we thought it could be both fun and educational (like our game!) to show you videos of some of these prototypes, along with an explanation as to why we ultimately left them out.
Because the game is so modular now, the rest of the levels are easier to implement. However, the remaining levels are also the most complicated, and they require the most rigorous playtesting to make sure they’re fun, engaging, and have lots of obscure references to cool scholastic/oceanic works of fiction. I think we can all agree that a level isn’t a level unless it has at least one item from Waterworld or Welcome Back Kotter.
We also wanted to give our faithful backers an update on their physical rewards: we’re working now with our underwater clothing designers on your awesome swag! We want our clothing line to be too cool for fish school! When people wear most video game based clothing, others usually say “I wanna shove that nerd into a locker”; but when you wear your Classroom Aquatic designer clothing, people will say “I wanna shove that wonderfully dressed nerd with refined taste into a locker!”
Finally, a few points about the development team: we’re doing well making the game. This is the first game we’ve made as a team of professional indie devs, and we’re all happy that we haven’t had too many major meltdowns (although I’ve heard from other developers that a meltdown or two can be cathartic). And while we’re still aiming for a May release, we’ve agreed to continue developing the game until it is release ready--we will serve no game before its time (but I’ll still be bummed if we miss that date so I would appreciate a few tweets of consolation if it happens).
And now, as a special treat, I’d like to show you all a project that our animator, the magical Mickey Goese, has been working on: a new dolphin rig!
This baby is going to kick the game up a notch, especially with all the new things students will do in the classroom. Future short-term updates to look forward to include an updated version of the demo with better performance and a Mac build, and a sneak peek at one of the new teachers that you’ll be desperately avoiding the gaze of!
That’s all for now! Until next time, remember that a dive knife is not recommended for beginner divers, despite it being the most awesome gear!