So much work on the videos - we took in all the criticisms from the public as well as game journalists (who told us quite bluntly why it wasn't getting posted), so we're doing the trailer hand in hand with the recordings of the videos. Feels like a waste of quality dev time but we know this is critical.
Should have the Videos pumping out starting Monday.
PROJECT HISTORY QUESTIONS? oh man - well it's hard to say when this project actually started. I quit my full time job almost a year and a half ago, to return to video game development (I worked on Palm Treo games WAY back in the day, as well as an aborted attempt to make a PC Strategy game about a decade ago) - we went through a prototyping phase and came up with three games we wanted to design, prototype, and playtest. They were:
- Unnamed Space Game - Essentially a Battlestar Galactica simulator, you play as the Admiral of a fleet of very random components and must keep them together. It leveraged a lot of the AI elements we are using in That Which Sleeps, including our systems of repressing desires, dealing with stress, and figuring out who you like/hate/love. It focused more on the politics of leadership than the command and control you usually see (at the time, now a few games have come out/are coming that actually embrace this idea).
We were handling the technical requirements by having a SINGLE 3D Spaceship that we cut into for simple 2D rooms, which was satisfying - but we determined that the theme required graphical events which we weren't comfortable committing to given our limited art assets. Shelved with limited assets and a simple test prototype created.
- The King is Dead - Heavily asymetrical HTML5 Board-Game type strategy game, used the same map look and feel as That Which Sleeps. The unique element was in the characters you could control - the King dies leaving the Lord Protector of the realm who controls the provincial guard and nominally has control over the kingdom, but each actions he takes lowers his legitimacy making him seem more and more like a usurper, other factions such as Disgraced nobles who can call on exiled members and foreign powers to help them start with a massive war chest but no terrain, a Merchant's Guild faction just wants to control all the resources fo the kingdom and doesn't care who wins, and the eternally loyal Warden of the North controls the loyalty of the armies (and is the best commander), but has no economy to speak of (he relies on subsidies from the Lord Protector at start).
Heavily influenced by CDG Board Games (Legitimacy and Usurper status are almost word for word from Successors), we wanted to take the best of the board game world and bring in what a PC version can offer. Abandoned because
monetize and the game itself wasn't as rewarding to work on as the other alternatives. This one is actually in a playable state.
- That Which Sleeps, which you've heard tons about. It started out as a "do we do a mobile pandemic-style spread corruption game?" which we ended up saying 'This is fun to play but not fun to make' so we went all out and made it into the kind of PC Strategy we've always wanted to play. So many changes occured in the prototyping and later playtesting stage - originally you had "actions points" to use X agents, the agents were generic and repeatable, minions didn't exist, heroes had large posses of allies, combat was just X vs Y, at one point all actions were narrative choices like in KODP, and originally the few "unique agents" had their own plotlines that worked against you and each other (modeled after Wheel of Time). One of the biggest mechanical changes is with Challenges - Challenges take time to complete, originally it was more like a standard 4x where your actions are immediate. Testing with heroes gave us the idea that "plots take time" which gives you a much more thematic feel of playing as evil.
It was important to us that we settle on a game that was feasible for us to make, we wanted to ensure that the game played out on either a single screen or a map - that way the majority of our time can be spent on the back-end, making a compelling AI and some great content. Some of the other ideas that didn't make it to prototype stage were great, but we didn't think a 2 man team could accomplish them.
We've always wanted to go back to game making - we both have had good jobs in our industries so we saved up and decided to go for it. We'd been designing/making/playing board games with our group for a long time, and increasingly leveraging technical aspects to spruce them up. Only made sense to bring some of these ideas to life.
Also DMing for over a decade, so many plots that I want to see brought to life.
THANKS FOR ASKING - I'm definitely going to put "Jalak the Chronicler" as a Hero event somewhere.