#5 Major Design Changes

 

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DigiMastered Works LLC

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DMW107IB7005

Date 11/21/2021 08:03 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Major Design Changes

 

Scale and Adding Depth

    Quite a few drastic changes have taken place over the past month. Some of them would be considered toss ups while others leave that uneasy feeling inside. The biggest decision being the scale of the art in AIA. A lot of thought has gone into whether more detail is needed or if the current designs and artwork will suffice. 

    For instance, our first approach doesn't allow game objects and buildings to express their details or animations as well as high resolution images but does add depth to the buildings.

An updated image of TGCW buildings that have foliage.

Low resolution AIA buildings.

    Whereas the second approach does allow for the ability of detailed character animations, buildings, and possibilities of vehicles or other moving parts.

An image of some high resolution prototypes for buildings and agents.

High resolution AIA building

High resolution agent run animation

    The issue with the second approach is that the complexity of art that needs to be created, and the amount of time it takes for each art piece/animation, can drastically increase development time/cost beyond any realistic release date.

    So, I'm torn. Lose detail but allow a realistic vision to come to fruition, or intensify the detail to allow greater range of development while tossing any deadline out the window. The struggles of a solo dev. That's why after a month of adding more detail and struggling to justify the time it takes, I've uno reversed this dumpster fire and gone back to my "8-bit" style pixel art. 

    Artistic depth has been added to the buildings and other objects within the game scene via simple methods and additions. See videos below for the transition:

Procedural Maps

    Buzzword buzzword procedural generation buzzword... Good news! Both map creation and integration, from a developer POV, have become 100x easier. No more need to handcraft the sand lines, deep forests, or water because as of now AIA integrates procedural map generation through the use of the Perlin Noise algorithm. 

An old algorithm but still very effective. Through this, map generation won't become stale and later map complexity/add-ons will allow for a more diverse experience.

Procedural map generation example

That's it for this dev blog. Have a good one and if you have any suggestions on certain topics that you'd like to know more about, then head on over to our forums and let us know. You can also email our support at Support@digimasteredworks.com.

Roadmap

Milestones To Do:

  •  
    2021 Q4 - Development of core engine
  •  
    2022 Q1 - Development of core mechanics and game story
  •  
    2022 Q2 - Internal testing of core mechanics and Alpha testing
  •  
    2022 Q3 - Internal testing continued with review of core engine and mechanics
  •  
    2022 Q4 - Expansion of core features and Beta Testing
  •  
    2023 Q1 - Add enhancements from Beta Testing
  •  
    2023 Q2 - TBA

Milestones Completed:

  •  
    2021 Q1 - Initial designs and planning
  •  
    2021 Q2 - Initial designs and planning
  •  
    2021 Q3 - Initial designs and planning

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Approved for release: 11/21/21 ID: IB7005

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