Please check out Outlaw Space located here:
Play Outlaw Space !
Controls: WASD(or arrow keys) + SPACE + ESC +I for inventory
The team pushed hard to the very end and we’re happy to say the team made it!
A Lot Went Right
The programming team has years of experience working together and it showed. They did a great job dividing up tasks so that each member was working in an area of strength. Additionally, a high level of familiarity with Unity allowed the team to quickly jump into Unity 5.
The game design ended up being very close to what we set out to make and we think it shows a lot of promise. We’ll be evaluating the game and the feedback we receive to determine if we should continue developing the larger game.
The art team did a fantastic job with the direction and execution of the game. It’s incredibly difficult to create unique looking art direction these days and the team was able to pull something off in an incredibly short period of time. We really like the contrast of the hand painted backgrounds with the pixel art characters.
Some Went Wrong
As is often the case in game development, we probably bit off more than we could chew. Some features we wanted to get in, got axed. Some polish items should have probably been punted in favor of time. Some questionable pizza should probably not have been eaten.
Can’t say enough how proud I am of the team. These guys did this challenge on a voluntary basis and most of them worked in their off hours to get things done.
Also, please let us know what you think. We would truly love to hear from you!
Finally, congratulations to all the other entries in this year’s challenge! It was really great to follow all your progress and we all can’t wait to check out your finished games!
Now time for some well deserved rest.
Current Status 3/14/15
The entire team has been burning the midnight oil to get as much into the game as possible. Things are really starting to come together. Great progress on map generation and game loop.
Art is focusing on animation and polish at this point and the major programming efforts are going towards stitching together all the individual pieces people have been working on.
I won’t spam the blog with a ton of images, but the below one is in-game. We’ll probably update with a couple posts tomorrow as the deadline approaches and we hope to have some video to share. As always, head over to our roguetemple threat to see a more detailed breakdown of our progress.
Outlaw Space Roguetemple dev thread
Just thought I’d post a quick video showing some of the progress from yesterday. Will update with a Day 5 progress report later today.
Keeping this post short so as to not force other posts too far down the page. Please be sure to check out the forum thread on Roguetemple for a more detailed breakdown of progress. Thanks!
the inventory system has gone through a revision and now is more user friendly. The updated inventory has functionality for highlighting the rarity of an item. Cool!
Random map generation has made good progress. At the moment, the system is functional, although there are still some edge cases and pathing/navigatio issues that need to be addressed. We haven’t nailed down just how big a map will be, but the system can generate a map upwards of 40,000 screens if we want. (not recommended) 🙂 We’ll hopefully start playtesting tomorrow so we should be able to get a good feel for how big a map should be here shortly. The below images show the map system spitting out a small map and a massive one.
Battle Screen Update
A number of improvements to the Battle Scree including front/back targeting, keyboard inputs, animated damage indicators, AOE damage, healing and even some basic AI.
Some cool stuff coming out from the art team including the player start screen, good progress on the map screens, some item effects and the start of some player animations.
Please come back tomorrow for another update!
Apologies for the quick follow-up post. Getting Caught up with progress over the last 24hrs. Good progress on both code and art.
The game’s inventory system and screen has been engineered. The player will have a single inventory with limited slots. The player can select items and equip them with a party member. While not at a store, there will also be an option to drop items. For now at least, dropped items will be gone forever.
(Oh, and for what it’s worth, the UI system in Unity 5 gets a big thumbs up from the engineering team.)
For simplicity sake, we’ve narrowed the game down to two “modes”. The player will either be moving his character on what we call the “Adventure Screens” or be doing combat in what we are calling a “Battle Screen.”
Work on the Battle Screen is progressing well. The Battle Screens will play out like a classic Final Fantasy style, turn-based combat sequence. The first pass at this portion of the game is complete and we’re currently playtesting it. We’ve got a good pass on the Battle Screen UI, target selection and attack selection.
On the art side, the team has created some robot baddies that you’ll battle. We’ve begun experimenting with character animations as well as continued work on various background and Battle Screens. We even added treasure chests and vending machines! Go Loot!
Check back tomorrow for further updates and be sure to visit our forum post to leave feedback and/or communicate with us.
Getting caught up on blog posts. I’ll keep this post shorter so as to not push everyone’s post down too far. For a deeper look at what Outlaw Space is, please check out the forum post located here:
Status as of 3/10/15
We had always known that if we ever actually worked on Outlaw Space that it was going to be visually unique. Our art director envisioned combining hand painted backgrounds with pixel art characters to create a style that felt handmade, crafted and nostalgic. To prove this out, he had one of our concept artists do a digital painting that was built with layers so that it could potentially parallax in game.
The characters in the game will be pixel art.
A lot of work on the first day went into trying to create a design that both demonstrated some of the mechanics we wanted to include in Outlaw Space and were ultimately achievable in a week.
The team outlined a number of core systems that could be worked on simultaneously by multiple people. The following are currently being worked on and updates will be provided as they come online.
- Map Generation
- Battle Screen
I’ll be uploading a new post later today with the progress from the last 24hrs.