Greetings everyone.
As already said in the topic's title, I have a game more than a year in making, and I finally decided to try and start telling people on the internet about how it's going, yeah.
Sorry for any junky English, feel free to correct me in the comments please.
Here's some of the main features:
Genre: twin-stick shooter + simple automation;
Progression: rogue-lite (but WITHOUT mindless numeric metaprog.) with a simple plot taking place in not so simple universe;
Theme: sci-fi, journey of a solo space miner/craftsman who gets involved in some serious action to be precise;
Visuals: pixel art.
Engine: Godot 3 (for now idk if gonna upgrade at all, but always considering this possibility), 100% GDScript
I'm not so sure what is the best things to put in such introductionary devlog besides these, so from now on I'm going to tell you some more about curent state of the development and the game idea itself.
So, here is a brief summary of a plot: player takes role of a space miner and needs to gather raw material from asteroids while moving through different star systems, then process them in their mobile factory. Processed materials can be sold or used to upgrade your equipment - and you better to do so if you want to stand a chance against your enemies, which are presented as space pirates at start, and later joined by some more organized and misterious forces as you progress further to unveil the mystery about certain gadjet you just found and managed to utilize in order to drastically improve capabilities of all your machinery.
Meet the player! Well, not exactly - rather a concept-arts (followed by current in-game sprite) for their main mean of interaction with the game world - autonomous shuttle capable of two things: gathering raw resources to be processed by factory, as well as defending both it and itself from solo miner's main enemy - pesky space pirates, who were constantly trying to rob you even before events presented in the game.
More than half of the gameplay will consist of you piloting this thing - bringing asteroids to factory and fighting enemies, as well as upgrading it's capabilities for both. The round thingy at the bottom is the aforementioned certain gadget. It called SpARC and I won't tell you more about it in this devlog, instead there will be the whole other one fully dedicated to it - I can only tell you it's pretty (really) important not only for you as a player, but for all your pursuers as well, and maybe even someone else...
And speaking of other half of the gameplay - your factory. For now only it's insides, because I haven't even done concept art for the exterior, but you have to start somewhere, right?)
The same way as SpARС, the factory needs it's own devlog, so for now you can only guess it's mechanichs, at least those ones possible to guess from such a simple view.
To address 10% tag I give as a game completion state at the moment - it doesn't mean I plan to spend another 13.5 (billion, ha-ha) years finishing it. For now the project is somewhere around 50% on the way to a 30-minute playable vertical slice. Than, assuming the slice itself will represent somewhere around one fifth of all content planned, we get 10% of total work done. I can't give any meaningfull scopes for now, but it is planned to have a playable demo by the end of this year.
This post is already way larger than I'd prefer it to be, so I hope it managed to get at least some people interested end read to this point.
I hope to keep posting every week or at least two, thankfully at the moment I have enough interesting things to show, accumulated during the development.
Next devlog is going to be about enemies (some of them), so here's some of the earliest concepts to maybe interest you a bit:
For now tha't all.
Thank you for having a look)