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The Train Keeps-a-Rollin'

16/12/2015

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Things are always marching forward in the development of Doomer. Sometimes it's a crawl, scraping and tearing at every bug and feature, other times it's a jog, cutting through checklists like a hot knife in butter. The last few weeks have been making good time, added in reworkings of how the GamePad input is read, added in an act one boss, some new weapons, a load of placeholder sounds, and even now some brand new ones of our very own, as well as a bunch of other junk that's too boring to really list. 

The game is taking shape, slowly but surely, the background is filling in more and more, the characters and events before your arrival are taking shape more every day, everything from the insignificant squabbles over stacking the cups correctly to the tragic events that left the station in shambles. That's all not to mention the events you'll be taking part in, but we'll save those for later.

The plan, as it stands this moment, is to compile a vertical slice demo of Doomer, with stability and design that reflect what we're aiming for across the whole game, at which point we'll do our best to secure a reliable artist (the last thing that we want is for me to draw the whole thing). Assuming people like the slice, we continue on to full production. I plan to put the vertical slice out for free, just to get as many eyes on it as possible. None of the vertical slice levels will be in the story mode of the final game, likely will be included as bonus stages, or a B-Story. 

Of course, all of this is just plan. In the end a million things could change any of the plans for Doomer, as much as I'd like to say this is set in stone, this is the final plan we'll really have to just keep amending the plan as we roll along. 

Check back to the older posts if you wan't to know more about Doomer specifically, or just CakeNeq in general.

Thanks for reading!!

Wyatt White
Full of Meat and Blood
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