The chain broke is, despite appearances, a narrative game. I have a very set story that I would like to tell using this game, but I am having a hard time figuring out how i might go about telling that story.
This is why I am plying around with this idea of creating posters that I might hang around the gameworld to tell the story better. The drawing seen above, for instance, is one of the first looks the player gets at our antagonist, Tau.
The idea of creating posters that might tell the story is a good one, the problem comes up, when I realise that I have created a gameworld without walls. No walls, no places to hang these posters, which means I am out of luck.
This kind of problem is merely one in a range of similar issues that I encounter every day with this project and is both the reason that I love development and why I absolutely hate it.
I have been working on this game for a couple of months by now and I can officially say that I am in the middle of development. That is to say that I have just as far to go, as I have already gone.
To quote the The Rime of the Ancient Mariner:
Day after day, day after day,
We stuck, nor breath nor motion;
As idle as a painted ship
Upon a painted ocean.
at this point in development, I absolutely cannot tell whether what I have made has any merit what so ever. Some days I think this might be the best game that has ever been made, other days I think that this game will be so bad that I might never recover from the outfall of releasing this piece of shit.
The sad truth is that there is simply no way of knowing what the quality of this thing is until I have finished the game completely and that will be a couple of months still.
So until then all I can do is live in the pit of uncertainty, trying my hardest to make something I can be proud of and feeling as though I am failing all of the time.
I am still toiling away at “The chain broke” which is coming along at a steady, if slow, pace. The problem with game development, is that you simply don’t know if what you are creating is any good while you are in it.
This means that I could be working on a god awful piece of crap and I would not know it, not until I am done with it that is. Right now my motivation is somewhere between stubbornness and blind faith that this game is worthwhile.
I am currently working on one of the main workshops that are in the game. This is where the food id being produced for the prisoners and is a very important part of the game.
This means that there is added pressure to do it right, luckily, I am in no rush, so I believe that I can get this to work.
I am still working my ass off to get "The chain broke" done enough that I can share the game. I have finished my alpha build of the game and am currently in the process of creationg the Beta for the game. This includes allot of production value stuff, to make the game a bit more interesting, but that does take allot of time.
Rest assured that the game is on its way, it is just going to take a second.
I have been working for the last couple of weeks on a completely new IP called "The chain broke". This is a puzzle/stealth game that takes place in a totalitarian society ruled by an evil AI (who is yet to be named).
This game was started after a group project sort of fell to the ground and I needed something to do, so I crafted a project for myself, which allowed me to work on my AI skills.
This game mostly works with an AI as its main component, but there are some rather dasdardly puzzles along the way, which might confuse and annoy the player (that is my hope at least).
I am hoping to have the game up by the end of february, but I make ni promises
You can see the video here: https://youtu.be/qVQwgL6SzD0