As we move toward finishing Rogue Invader, we have a couple of goals:
- finish the majority of game mechanics, play, and polish by the middle of June
- agree to terms with a major distributor before July
- prepare a Kickstarter campaign to start near the end of June
To be completely honest, these goals are tough for a two-man team to accomplish. Lee J has to split time between programming and interactions with you, and Nathan is focused 100% on visual asset development. We’ve been grateful for your approval and suggestions as we started our community outreach here. We’re excited to continue to build a game worth playing and investing our time in for you.
This last week we’ve been pretty silent here on IndieDB and Twitter (Twitter.com) in order to focus on coding Rogue Invader. We’ve accomplished some major stuff. In the last week, we’ve increased the number of sprites in the game by 50% (appr. 500 ->1000). We also know we’re not near done.
New sprites. Lots of new sprites.
This massive increase in sprites has come from two major sources: including female invaders as a part of our military force--this required doubling all player sprites--and adding three new alien classes--effectively quadrupling the previous number of alien sprites. New sprites will continue to be added as we develop specific segments of levels. We estimate the final game will have 2500-3500 sprites. (Nathan is working hard.)
Designing specific areas
Additionally, we’ve started designing areas that will be specific to each level we play. Although procedurally-created levels are all the rage, we strongly believe there should be some consistency to the invasion. You’re invading an alien stronghold via the same means after all. There will be some procedurally-generated elements, and we’ve included story elements to explain why certain areas are procedurally generated and why some aren’t.
So there you are: we’re working hard on the game and for now, that has quieted us on the news front. We’re working on striking a better balance, but for now the development process takes first priority. Hopefully that sets well with you, too.