Greenlight, Cameras

Rogue Process is now on Steam Greenlight! You can see our page and let Valve know if you’d buy a copy, and help us get onto Steam – just click here. This is a long time coming, but I’ve been so busy preparing for GDC that I haven’t had a chance to go live before now. I have no idea what the future of Steam is like, but we reckon it’s a good idea to be a part of it.

Elsewhere, I’ve been tidying up Rogue Process in anticipation of watching real human beings play the game at the Indie Megabooth next week at GDC. It’s nervewracking and the kind of development that lurches back and forth between adjusting text boxes by single pixels, through to rewriting a major AI routine to stop breathing life into dead bodies. Even though this kind of game development feels very slow, it’s reassuring and healthy to do this from time to time. The game goes through bursts of progress where dozens of things are added to the game and it all starts to heave a bit at the seams, and it needs these periods of gardening and pruning to get things back under control. The game’s looking better than ever, and the new changes to how the game controls (which I’ll write about next week) are feeling good.

During GDC I’ll be trying to tweet (and hopefully more) about the game, the booth and what I’m up to. When I get back, I’ll be pushing ahead with a lot of new things – the basic corporate infrastructure is in place now, which means I’m free to add the dozens of scripts, enemies and hackable systems that make up the game’s more complex settings, like research and development labs, or giant hollow industrial warehouses. It’ll be full speed ahead, and I can break the game as much as I like (until the next event comes along). I’m also experimenting with recording some of this development process so you can see features get added to the game, and how bad I am at making things. Here’s a trial I did, where I added two new scripts to the game, below:

Rogue Process @ GDC Indie Megabooth!

Here’s some exciting news I’ve been itching to tell you about: Rogue Process has been selected for the Indie Megabooth at GDCThe game will be playable all week at the Megabooth stand, and I’ll be at GDC working on the latest build of the game, talking to people about our plans and giving away cool things. We’re featured along with an incredible selection of games, including Cosmic Express, Monster Prom, Perception and lots of others. I’m so excited and proud to be there, and I really hope everyone enjoys playing the game.

If you’ll be at GDC and you’d like to talk about the game, let me know on Twitter or email me: cutgarnet -at- gmail.com! If you can’t make it to GDC, don’t worry – I’ll be posting updates about the game and the show, and plans for beyond GDC, over the coming weeks. In the meantime, check out this teaser trailer we made for the Megabooth below, and head on over to the Megabooth site for more pics and info!

 

 

The Difficulty With Difficulty

In between bursts of Rogue Process work, right now I’m poking at a couple of really cool games: Shovel Knight, a Nintendo-fused platformer that looks and sounds just gorgeous, and Ori and the Blind Forest, a more graphically complex affair but just as lush and beautiful as Shovel Knight. Both games trade on being quite challenging to play, and even though I really like hard platformers it’s tricky to walk the line between difficult and frustrating. It’s gotten me thinking about how difficulty works in games, and how I want it to work in Rogue Process – let me tell you about my plans!

Continue reading “The Difficulty With Difficulty”