Day 4/5 Devlog!
We have decided to do a video Devlog every week to sum up our progress and explain more about the game!
Hello, and good evening! Barry here, dropping to give you a little check up on the state of our game!
This is the first time I've ever been involved in creating a game, let alone writing a story for one or creating dialogue, characters or a universe! This is what MFGJ is all about, gathering experience, learning, and growing from it all.
<Thanks again to h202 / poke for helping us with the line art for our characters!
So far, I've been able to come up with a crew and give them all some kind of quirk, like Kyla McRae, the Weapons Specialist who will fiercely defend her crew, but tries to preserve life wherever possible, or Barnaby Craidell, the Pilot, who derives his skill from his pure will of self preservation. I wanted to create these characters with unusual traits to her how the crew would play into each other, as well as see how they would clash, rather than going with generic flawless heroism types.
I've been wrestling with ideas for the game and have found that creativity is like a rogue wave, it can come all at once, jut just as quickly and unexpectedly as it comes, it starts to trickle away. Having a notepad on hand is almost a requirement as to catch any glimpse of inspiration as it crosses your mind.
To conclude, we have a crew, a scene, and a 'first chapter' written out and ready to go, with dialogue and mission parameters to follow, with which Chris will plug into his events engine and will completely and effortlessly port straight into the game! Kudos to him and his programming wizardry! Without it, all that I would have made is a semi-interesting story.
Thanks for reading and sticking with us for this story of learning, growth and making a gosh darn video game! Stay tuned for the next instalment of DEVLOG BALL D!