April '23 Update - Art, Design, and Pitching
·Out of Sight
Pitching Out of Sight has always presented challenges due to its niche Stealth genre, which is typically incorporated as a feature in larger RPG games like Assassin's Creed or narrative-driven games like A Plague Tale and The Last of Us. Despite positive feedback on the game mechanics, we have received criticism regarding the visual appeal of the game, which has hindered our ability to pitch to publishers.
After careful consideration, we have decided to focus on reworking the visual design of the game, including creating a new protagonist character with a fun, Saturday-morning cartoon vibe. Additionally, we are exploring a more traditional top-down perspective. Our goal is to create a more appealing and recognizable design that can appeal to a wider audience and help us better pitch the game.
While we acknowledge that this overhaul will delay our initial release timeline, we are still committed to focusing on game design, level design, and developing more game content. Our immediate focus is on polishing the demo experience for Steam Stealth Fest in July.
We are confident that these efforts will be worth it in the end and will result in a more commercially appealing game that can be sold to a wider audience.
Buy My Snake Oil
We've been working on our submission of Buy My Snake Oil for Kiwi Game Starter 2023, which has helped us gain clarity on what the core game loop will look like. The process of preparing for the competition has been a great way to start putting together a game design document, outlining the key features of the game and identifying our target audience. We've been able to focus on our short and long-term milestones, such as releasing a short demo of the game loop. Through the competition, we hope to gain valuable feedback on our game.
Speed Golf Royale
We've added active ragdoll physics to the player characters now which gives the games a more goofy vibe as the player's heads bobble around reacting to movement but also being hit by other players' balls. It also makes it hilarious to be run over by a golf cart.
It's still a very early prototyping stage but performance is still important to tackle early. Luckily, someone else is doing the heavy lifting for us, and have released an update for the Projectile Toolkit which simulates the physics calculations in another isolated scene to allow for a more accurate projectile prediction.
In my previous custom solution, I would go from well over 100fps right down to <30fps while simulating, which was making me really worried it might not work at all on mobile. However, now simulating the physics I see no dips in frame rate at all. This pleases me greatly.
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