I’ve been working on OreSome’s biggest weapon this week (among other things), the Gravity Cannon. It’s an insanely big and unwieldy frame that requires two black holes and a power supply along with vast quantities of high level ore to fire. It wipes out anything in front of it up to multiple screens away. It is awesome.
I’m of the opinion that superweapons should be above all else, ridiculously over the top. Why else must villains in films always build giant lasers on the moon? I also like the difficulty involved in setting it up. Not only is building it costly, but positioning it to fire should be hard too – after all, if you’re going to allow something game breakingly powerful into a game, it has to take effort to use, else it just feels like cheating. This way, you get to laugh every moment of the fairly long charge time as the cannon prepares to annihilate your foe.
Of course, Dantooine is far too remote to make an effective demonstration…. so look out far a new trailer soonish.
Just a quick (and easy to film!) one this time…
Gravity is something I’d like to get into OreSome. Certainly Black Holes will have it. Stars and planets may well too. It’s many a question of how exactly it will work and how much effect it will have on gameplay. I want the worlds to have movement and fluidity, but there are performance cost associated with gravity – I certainly can’t use the gravity in Farseer, the physics engine I’m using (unless I’m missing something).
So, this will go on the pile of things to do down the line, and the pile of ‘things to think through more’. Watch this space, I guess/
Forgive the amateurish quality of this – it’s because I am an amateur at video editing – but I do think this and its brother trailer which will be up shortly are far better at showing the game than the dev diaries. They will continue, but trailer-like footage will be what I publicise with.
Hope you enjoy!
Publicity is a pain. I’d much rather build the game than do it, but without it, building the game is worthless. The teaser trailers that I’ve made so far are fun enough to create, but getting them seen in as much work or more. With a bit of luck, this will eventually become self sustaining, with people interested tell their friends and their friends and so on – but for a while it’ll have to be me trawling gaming forums and the like. It feels a touch rude to sign up to a place for that, but hopefully their members will be happy enough with the content that they’ll forgive.
If anyone’s got any better ideas, I’m all ears.
This should mark the start of videos being more regular, along with more trailer-like ones in the next few weeks. They’ll be rough, but better than nothing.
I was intending to get a video up every week – that obviously hasn’t been the case so far. It’s a vicious circle, wanting to build the game quickly, but doing so removes the time to make videos to show off the progress. Fortunately, there will be something up this week, and plenty more soon. I want to cut a teaser trailer as well, though that may take a little longer.
I’m thinking of a private beta with most of the (now 90 researches strong!) tech tree and a small fraction of the story in around one month, and there ought to be media to accompany that. Then again, time is a fickle mistress, and who knows what the future holds.