Choo Choo!

It feels like too long since I posted here. Plus our amazing plan of releasing a game every 2/3 months seems to have ground to a halt for various reasons. Time for a quick update then…

So I (Andy) have had a bit of time off work recently. I’m between contracts so thought I’d look at a new game engine I’d heard about.

I was sifting through my YouTube feed for Blender3D tutorials and noticed a few videos called “Why I moved to GODOT” or similar. Usually this kind of thing is clickbait-ish of course but I thought I’d give them the benefit of the doubt because I’d just watched his decent tutorial on sculpting.

Godot looked pretty amazing and I was naturally skeptical at first. However it seemed like it was gaining popularity for 2D projects especially so I thought I’d give it a go. Anyway, to cut a longer story short I’ve been working with it for about a week when I’ve had chance. The output has been pretty good so far! If you follow me on Twitter then you may have already seen this:

So I’ve had this idea for a game for donkeys years. It’s morphed from 2D to 3D back to 2D. I had aspirations for making it an MMO, in my imagination the whole thing is played out like a Pixar movie!…But I’ve decided to be vaguely sensible about it and keep it 2D and single player and focus on the gameplay/story I wanted most of all.

Disclaimer: Who knows, I might stop developing it! Life is…flukey at the moment and with family/work I’ve no idea what will even happen tomorrow at this point. Things will hopefully stabilize soon…

So the plan is that the game features two halves. The first is the world travel/exploration via a rail network where you’ll be able to activate junctions to new areas via a remote control device of some kind. I hope to have train battles as well as being able to upgrade and even personalize your train.

The second half of the game is the ground combat/exploration which will be a side on version of mass effect 2/gears of war style combat. Duck/Cover/Shoot type mechanisms. I’ve only really had chance to work on this for 3/4 hours so far including more learning about Godot. So not too much to show there but I will share this super early picture of a Tribloo I was using to test with.

(It’s not a Tribloos game – I’m just using that as a reference pic. That said I believe could have made Tribloos 3 50% faster in this engine!)

So things are moving at a nice steady pace at the moment. I’ve got at least another two weeks or so before I start another contract so I’m hoping things will continue to develop well for a while and I’m hoping to write an update next week with more news!

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