Now though, a few months have passed, and I've been neck Deep in ThreeStep for as long, and I still haven't written anything, and now that I've recovered from the totally-healthy-crunch at the end of WayDown's development, I feel I've actually got some things to say of positivity and/or insight.
WayDown PostMortem
- Roguelites are really frustrating and fiddly to make
- Random assembly =/= Random generation
- While Itch is (imo) the best indie storefront, it's far easier to make sales on Steam.
- Setting a clear theme & aesthetic early in a project will save you a lot of heartache later on.
ThreeStep
ThreeStep is also a departure in visuals. Rather than using usual pixel art, I've decided to do 3D Voxel rendings of people, animals, vehicles, and buildings. While the engine can support 3D models, they're very CPU intensive, and would require a smarter programmer than me to make the game run smoothly in large areas. Instead, I've devised a system to split each model into layered PNG's. Once I've loaded the layers, they can be drawn in in sequence and slightly offset to achieve a pseudo-3D look, while also being much lighter on the CPU. While this doesn't achieve incredibly realistic objects, it does hit a sort of visual abstraction that I find is really compelling.
I've attached a GIF that shows some of the moment to moment exploration.
Maybe that sounds kinda heavy? In reality, this is a game I've been mulling over in my head, in one form or another, since 2015. It's sort of a crystallization of my experience with change and loss, especially of family.
In any case, I'm working hard, and hoping to be able to tell a story that's interesting and thoughtful along side a game that's engaging and open.
Thanks,
Wyatt White
$18 shy of $17