Posts Tagged ‘ exhaustion

The Fog

The ending of the game has always been foggy, both literally and figuratively.  The city is foggy, partly for atmosphere, partly for reasons other than atmosphere, and the endings I’ve always only know vaguely what I wanted to do… but now comes the time I need to work out the specifics and weave them into the last 1/3 the game as I create it.

The fog seen from inside.  Needed to make a special kind for this room which is one of the few where the perspective flips to show the door you came in from.

Don’t expect clear answers or explanations in this game – you’ll have to go searching quite deeply for them, and you may form a different but equally valid interpretation to my own (which I will try to keep secret, and not impose within the game.)

That said, I have figured out what it is I am prepared to reveal to the player, and the rough form of the endings now, which is actually a massive psychological hurdle to get past for me.

One such location, Superflat World, from my previous entry.  Can you see what’s playing?

I’m still on schedule, but very exhausted.  I’ve worked between 12 and 18 hours a day on LS for around four months now.  If it actually sells, I’ve had to promise my wife and daughter I’m never going to put them through this again!

As to what I’ve actually been making, a lot of time has gone on two crucial cutscenes in the city area, and different versions of them depending on certain factors.

Looking forward, there is one more major thread to be introduced via the final character in the game, who links certain things together in the story.

Also in the city will be a new kind of creature, (something I’ll be working on next week), as well as drawing more actual locations and adding them in.  Other than that it’s just a case of implementing all the puzzles I have planned, the set pieces, the music, the art and the scripting in the city, and then hopefully moving onto the final environment as planned at the start of December.

If I finish ahead of December I’ll try to get more sidequest stuff in with any spare time I have.  I am considering holding back certain ideas rather than do them half-heatedly, and using them in a post-release free update.  I think people would rather see it sooner, and without half-finished things in it and a bit later…

What do you think?

Lone Survivor – IGF Trailer

It’s really happening, the deadline approaches, and I got all I wanted into it.  I will write about what’s gone into it at some point, before pushing onto the final levels: I look a bit like one of the creatures from DARK SOULS (Dark Souls.)  But for now relax and enjoy the movie…

Lone Survivor IGF Trailer