The second half of this year has been good for us progress wise, despite our decrease in blog posts. I feel like I can finally see us completing this game! More recently we have been gearing up to start producing the final art for the game, while we do have some design work left we feel sure enough about the overall structure to begin that process in tandem. It will likely be an iterative process just like our level design but we have some fairly clear ideas of what we want to do.
I haven’t really written anything since I decided to take a break a year ago (big thanks to Anders for keeping on going), but I have been back on the project since about summer. In 2017 I will also start working half-time at my day job and dedicate the rest to Backworlds. Hopefully this will mean good things for our progress!
We wish you a good rest of the year and an even better 2017!
We have been thinking about and working on themes and art styles for our different worlds recently. I made a mockup in Photoshop for our inverse gravity world and thought I’d record the process of beginning to implement it into an actual level. The inspiration for this theme is, vaguely, Leonardo Da Vinci machines and Treasure Planet (which in my mind is easily the coolest Disney movie thematically). This obviously needs a lot of more work, it’s only the beginning stages, but should give you and idea of the direction. Some of the art assets I made before I started recording.
Music: Final Fantasy X – That’s Besaid The Point OC Remix by Anticitizen
I want to write about my own fluctuating motivation for Backworlds this month, this will be mostly personal so I won’t go into Anders feelings on the same subjects.
Our progress has been slow the last half year, with some stints of hard work with building level progression, adding some new mechanics and preparing gameplay tests. Just like Anders I have a full-time job within computer software and I find it exhausting to sit at the computer 8 hours a day and then go home and work for several hours more on our game. Which I have done in certain periods, but I personally can not keep it up for too long. Besides the mental drain it is plain bad physically to be static that much of the day and it is not very social so it takes a toll in several ways.
I do constantly think about the game however as me and Anders discuss it every week. At the moment we are talking a lot about how to present the story and we are experimenting with different implementations. It certainly helps to have another person to keep you on your toes and not procrastinate too much. The fact that we have people that have contributed money to our development and that there are people who seem to like the game is also very important and helps me keep coming back to it.
Perhaps it sounds like I have to force myself to work on it, but I really do love it. It gives me artistic satisfaction in a way nothing has done before. I’m proud of what we are making together and I want to make clear I’m not looking for sympathy about my “exhaustion” mentioned above. I only want to explain and perhaps you can relate to this if you are within software/game development yourself as many of us tend to have hobby projects.
I apologize for missing our monthly blog post at the beginning of the December, I was just quite busy so didn’t have time to think of something good. The latest news on the game is that we have been running a new round of gameplay tests and have prepared for another one in January.
We want to thank everyone who have given us feedback through the year and to all of our supporters! Here’s a holiday greeting from us both!
– Final Fantasy 8 – Fishermans Horizon (Christmas Version) OC Remix by Goomin Nam
– Donkey Kong Country – Christmas Cave OC Remix by Deimos
We have talked briefly about the story and narrative for Backworlds on previous occasions but I thought I would try to further extend our thoughts in this post. The most impactful decision we have made regarding this topic is that the story and narrative structure completely takes a backseat to our gameplay.
Something that I’ve always agreed with is the sentiment that if you try to please everybody, you end up pleasing nobody. Perhaps this applies to many things but specifically within games it something I often hear and read, mostly voiced by developers and enthusiasts.
Those are mostly opinions but I would like to share how I came to find it applies to Backworlds.
I thought I’d try something new for the blog so I recorded a video where I talk about Backworlds design while playing it rather than just write about it. The test case for this is our demo levels, I hope the format works!
Note: I have some issues with framerate while recording, sorry about that. Also the coloring for the levels are off, sorry again!
William Crawford |
Rasmus Nordling |
Jari Kangas |
Frances McGregor |
Joel de Vahl
Izaak Middlebrook |
André Mossinato |
David Mann |
Fully Woolly Herdy |
Collette and Lua |
Martin Annander |
Carl-Henrik Åkesson |