I am super pleased (and freaked out) to announce that Secret Project’s first public appearance will be at the 2018 Experimental Gameplay Workshop, held on the last day of GDC.
I’ve made a point of attending that session in the years I’ve been to GDC, and seeing the selected games and prototypes has been an inspiration and a breath of fresh air every single time. Now I’m panicking a little bit at the prospect of having to demo the game to a packed room of game developers, and finding a way to communicate what the game is about in only 10 minutes or so.
Speaking of the game, the pace is slowly picking up. There are now 3 developers assigned full-time to the project. The current main focus of work is refactoring the underlying network code (so now you know it’s an online game then!) to make it more robust, we’re also making a proper research for the art style, and narrowing down the minimum product we need to launch on early access or closed alpha.
Stuff like the game’s final name, or levels, or details of some core mechanics are still being defined, even at this advanced stage of development.
We’ve resumed the original plan, frozen back in September. I may even be able to finally talk openly about it very soon.
I REALLY need to tell everyone about it.
As is goes, Secret Project’s development is currently frozen. It has been for the last two months, actually. Not super for the project, but good for the company.
We decided to freeze development right after coming back from Gamescom, because a big contract got signed and we needed everyone on that job to get the ball rolling. Additionally, since the signed project is in the roughly same genre as Secret Project, it would look bad releasing it while initial development was going on on the other one.
And yet, this may turn out to be for the best after all. I am able to take a few steps back on the design and look at it with fresh eyes (the time before Gamescom was pretty crazy in that regard, we completely overhauled the look of the game in 4 weeks!), and we’re also getting to develop some finer technical infrastructure that I hope will carry over to Secret Project once development resumes.
Meanwhile, we’re also getting good vibes from the few people we showed the alpha to in GC, and I still get to go ahead and fill the backlog while no one’s looking to sneak in more important features.
I hope to report back soon with part 4: the Thawing!
In time for Halloween, we’ve put together a compilation of elusive “sounds” of howling planets and whistling helium that is sure to make your skin crawl.
Source: Spooky Space ‘Sounds’
After getting the pitch shortlisted, our first task was to actually prove that the mechanic was viable ASAP. This was a rather unique challenge compared to other selected pitches, since they mostly had to build a regular First Playable.
We had two weeks to make it work. I’m kind of freaking out thinking on how to actually get the mechanic implemented in networked multiplayer under such a short deadline. The project would have most certainly failed its first milestone if it weren’t for the heroic arrival of… El CTO! *cue Mariachi fanfare*
There have been …interesting… developments at work with some clients, the result of which ended up in our doing a company-wide brainstorm for ideas, geared towards internal development and eventual publication.
One of the selected projects is an idea I pitched, and I now find myself at the lead of that project, one with a very nerdy mechanic.
I kind of need to tell someone of how that goes, even though if I cannot yet share what the project is.
So, here is what has been happening so far…