Game
Spark

6 years ago

Getting It Right


The last couple of days have been spent playing games, brainstorming, and having ideas about Spark. While nothing regarding the concept or idea is going to change, the way it is being developed will. Before I continue writing this I should explain something first. Unless specified, "I', the one who normally writes these articles is simply known as "Mold", the other developer on this project is referred to as "Icy". Both of us are the sole full-time developers of the project, and have only been developing games for nearly 3 years. Something that we realized recently while playing Half-Life 2, Borderlands 3, and Black Mesa is that the game in its current, but albeit VERY early state is just not good. It isn't that the mechanics aren't inherently bad, its that the game actually looks bad. Due to this, the last couple days of development have unfortunately been a bit slow. C has been creating scripts and adding new mechanics to the game recently, such as a death system. Normally I do this as well however I wanted to dedicate myself to quality control and rebuilding the assets we already have in the game. To start I decided to redesign the "Mascot Gun" of the game, the M422. Currently the only designed segment of the gun is the stock, but progress is good. The included photo shows how drastic of a change the stock from the original M422 looks compared the new one, which I should stress still needs a lot of work. Hopefully these devlogs will become more frequent in the future, and will begin to detail the foundations and hopeful completions of our weapon system. While guns have been about half of the things actually shown off and discussed this far in these devlogs, I should stress that Spark is not a gun-centered game. Ammunition for guns is rare, and they are very powerful and few. Melee weapons, strategy, and your own wit is how you survive in this game, think Cry Of Fear. Until next time.

-Mold



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