Ochre Summer Plans

Summer time is upon us and we need to figure out how we’re going to handle that so that we’re not behind in development when we come back from summer break.

Our team had a post-mortem and talked about a lot of good things that we want and how we’re going to get them. The engineers have each taken it upon them selves to take a mechanic and build up mock levels that will prove or disprove a certain mechanic. The artists have decided to workshop a number of different art styles so that our game not only plays cool but looks cool while doing it. 🙂

Paul and I are going to be thinking about puzzles and the over flow of the game.

Now, what are some life lessons that I learned from this past semester? Well, it turns out that our team suffered what people call “thrashing” that is, you rapidly come up with new ideas and say is that fun? Then a new idea, is that fun? Never really iterating on what we have and just taking shot after shot after shot in the dark hoping one will stick. That doesn’t work unfortunately. The problem is then how do you pull out of that? Eventually someone just has to say enough is enough and to put their foot down on something and force the team to work on it till something “fun” pops out.

It’s not a perfect system but it’s all we could do. And that’s what we did for our EAE fest build. And it was a good thing we did, and that it was something that was semi stable. This game’s goal is to be a narrative driven card playing adventure game. Sounds pretty sweet right? In order for that to happen we as a team have to take initiative and decide that we’re going to work on it over the summer. And a large part of that is going to be how well Paul and I, the producers stay on top of things and remind others of our obligations and goals.

Happy summer!


Ochre Production

Are game is finally starting to take shape! Check out the trailer below.

The past few weeks have been a rush. We as a team figured out what we wanted to show at the EAE fest and we got there. EAE fest was a big deal because it was there that we were either going to prove or disprove the whole idea of the camera and whether or not it was worth pursuing.

I am pleased to announce that we were able to miraculously get a prime location for showing our game and we were able to get A LOT of people to try our game. That was a God send because we needed to hear genuine feedback for our game. In general the feedback was, hey this is kinda cool, a little hard to control but it isn’t bad. People liked the art style and seemed to get what we were going for.

For the whole team this was good to hear and to get validation on all the work we’ve been putting into the game. Are things perfect? No. BUT we have a direction and it renewed a lot of team spirit to work on the game.  Everyone now sees that we have to use the camera, because without it we’re nothing.