Now, we’re pleased to present the third protagonist to our story:
Name: Jenny Harriot
Bio: Jenny was the only child of the Harriots, a scientist couple who worked in the Alter-Human Project. It’s cover purpose was of better adapting humans to new planets. The actual goal, however, was to genetically enhance human skills of unborn children in order to create an entire generation of combat-ready citizens that could be effective right away in case of war. As the lead scientists, the Harriots volunteered to conceive one of the first human test subjects, Jenny, but they never told her.
As a teenager, Jenny’s skills started to appear: incredible reflexes, wide peripheral vision, above-average spatial awareness, among others. When she discovered the truth about her origin, she fought with her parents and swore never to speak to them again. After they died in a transport accident, Jenny was taken into custody by her uncle, a Space Flight Academy officer, who noticed her potential. She was only 16 years old when she walked through the Academy’s doors to become a licensed pilot. When the Perseus Sector Council created the Perseus 230 unit, she was enlisted.
Jenny is yet to come to terms with her identity. She struggles with the thought that her choices and emotions are nothing but a result of her design.
Hello there, great people!
We want to inform that we are now live on Steam Greenlight. So, if you have a Steam account don’t forget to vote for us! And spread the word to your Steam Friends. The faster we are approved, the sooner we can publish.
Now, we are going to introduce the man that Bonnie Tyler was thinking about when she sang “Holding Out For A Hero”:
We just finished our first 30 hours of Kickstarter campaign, so first off, we would like to sincerely thank all our early backers for the love and support. You are awesome!
We have spent the day working with some feedback and adjusting our project to reach new levels of awesomeness very soon. We take feedback very seriously! ;)
Now we would like to introduce one of the most important characters in the game. Nobody can pronounce his first name…
We’re live on Kickstarter! It actually went live 7 hours ago but we’ve been too busy to post an update here. Thank you everyone who has been a part of this project so far. We could never have gotten here without everyone’s help.
The video turned out great. Its so damn catchy.
3 days ago, Chuck and I were piecing together some edits when Frank came in with a preliminary audio track. It wasn’t really working, but as none of us are expert video makers, we weren’t sure why. At this very moment Fabian from The Otherworld Agency added me on Skype. I accepted. And he pitched me the idea of The Algorithm doing the original soundtrack for Perseus 230. I’m not one to walk away from coincidences such as this, so I asked the other guys what they thought of his work and they jumped at the idea. In a few hours the deal was signed. “The fastest deal I’ve ever done!” Said Fabian.
THE NEXT DAY The Algorithm delivers a track for our trailer. As we furiously re-edit the video to work with the new audio, Frank makes some valid points on the product as a whole. The following morning I wake up to a glimmering new and improved version of the track which slides in like a glove. The trailer was complete!
The most frequent compliments and questions we get are about the game’s shading. In this post I go over the technique we use, where we drew inspiration from, and hints as to where we are heading, as we continue to improve the game’s anime-inspired look.
Notice the nearly white regions. Some artists will also use black as an additional shade. (Copyright Gainax)
When figuring out what visual style to use in the game, we were trying to make it fit within certain criteria:
1. The game had to scale from high to low-end devices and still look good
2. Creating new content had to be fast due to our small dev team
3. If we could make it look like a 90s anime that would be great!
I must admit the title to this article is somewhat misleading. Replace the word “treachery” with “a week of my life spent doing something I love.” Unfortunately that would make the title even lengthier and out of control than it already is. Treachery is the word that exemplifies suspense and mystery, so I went with that! Enough pondering on titles and word plays, it’s time to dig into some thoughts of mine on conceptual design.
As we setup the new website we’re bringing over the early concept art pieces and talking a bit more about them.
After a quick exploration of ship styles and a decision to support co-op mode, Chuck put together this panel showing what the 4 different player ships might look like.
This was the first character concept. We wanted a strong female protagonist but Lyn was over-sensualized. She was ‘promoted’ to Commander, removing her from the role of playable character.
After a few “interesting” enemy ideas, the probe was the first design to hint towards the style we were looking for. Protruding shapes and sharp colors, combined with the game’s perspective brings out the cel-shader and helps the player gauge enemy orientation.
Epic boss fights and wormholes connecting the various sectors are two important features in the game. We wanted to design an enemy to solve both problems. The enemy’s shape is inspired by a spider. As a result we also stumbled upon the game’s magic ingredient, which is a combination of art and code to give machines intriguing organic movement.
The Stasis Drone explores an additional game mechanic of a slow moving projectile that stuns the player. It pushes the limit on the protrusive design and how different shapes and color choices can affect the shading.
Jenny’s ship interior and pet companion. We wanted to explore a possibly real future of humans’ expansion into space. What would a cat’s collar be like in the 27th century? In this concept the collar detects when the cat is afraid and protects it with a force field.