Well, it's been a while hasn't it? Let me clear up just exactly what's going on around here.
We've all had a bit of a mad few months (... years? Wow) with university. Our time has been completely drained - as you can probably guess by now, that means Terra Galactica isn't done. We've come to realize that it was way too ambitious. If nothing else, we've learned a significant chunk about the game design process - specifically, when to stop designing!
Our ideas of grandeur got the better of us with this, our first game. We wanted big explosions, we wanted insane effects, we wanted top quality music and sound, we wanted as much chaos on screen as the GBA could possibly handle - and to some extent we achieved that. But for two people working on everything bar music - it was too much.
Thoughout our university courses (which, for both of us, focused on game development) we've seen the error of our ways and have shelved Terra Galactica for a while. That's not to say that it'll never come out, absolutely not. The material we HAVE created for this game means far too much to us to just dump it. Just don't expect to see it on the GBA which, for all intents and purposes, is now a dead format.
So, this begs the question; what ARE we doing now? We've decided to go for something a little smaller scale, being as we're still the tiny group from forever ago - we're making a small Xbox 360 arcade title, a fascinating and compelling adventure/platformer with less gritty graphics and a more cartooned style. Why? It's something we've always wanted to do, it's the kind of game both of us grew up loving and we think we can pull it off (in a LOT less time than it took us with TG).
How far along are we? We're still in the design process for the vast majority of the game, but having nailed down the concept we've got a basic engine going and things are progressing quite smoothly. We don't want to make the same mistake again. This time, we have a much simpler design, taking the Valve approach to things; cut out everything that isn't totally necessary (and by far most importantly, fun) then polish what's left to a mirror shine. We're aiming for a small, few month development window - but as always: when it's done.
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