DevLog "Rocket" #1
Concept Art and Renderings:
About Our Team
Felix and I started working on "Rocket" (working title) in October 2016 with the ambitious goal to make fully fledged standalone game together. A year ago I had switched from Unity to Unreal Engine and never regretted it, because UE seems to play into my strengths more than Unity does. I pitched some ideas to Felix, we started going over various concepts and began prototyping. The premise was to pick our fights wisely: We are two people with a broad set of skills but particular expertises. This is why we experimented with 2D, planning to have Felix paint all the assets used ingame. We then switched to an isometric view projecting 2D sprites onto 3D objects with a fixed camera. Although interesting, this turned out to be more work, especially on the animation department, than going full 3D. Modelling and animation in three dimensions is where I strongly feel at home, so prototyping took up speed.
Felix is now primarily working on visual concepts, but might eventually make ingame assets as well. We are sure we can do all the work necessary to finish the game as a two man army and create all assets ourselves. Eventually we might add a friend to the roster who will be doing PR and we plan to work with a team of musicians I collaborated with on corporate videos and other projects in the past.
We are still at a phase, where nothing is cast in stone, so details and even basic concepts might change as time progresses. Our story centers around a scientist crashed on a foreign planet learning to overcome their timidity. At the current state, Rocket is about exploring a procedually generated planet. It is mainly played in a third person tactical view. Gathering and managing resources, research, crafting equipment and fighting in turn based combat are the core mechanics of the game. Rocket is inspired by the original X-Com game UFO: Enemy Unknown, but also the first Fallout Game. Visually we are going for a miniature look, inspired by board games and the Game of Thrones title sequence, but more colorful. All the artwork shown here is not final, of course, but early work in progress.
A Very Rough Roadmap
I am in the great position that I can put 50% of my working days into Rocket and will hopefully be able to continue doing so for the years to come. The amount of time Felix will be able to invest depends on his work as a freelancer, but we are confident that everything will work out fine. We are starting these devLogs at a very early state of development and do not plan to do them too often to be able to concentrate on making progress on the game itself - every two months seems reasonable right now. By the end of 2018, after two years of development, we want to write them more regularly, maybe in a bi-weekly rhythm, possibly some as vlogs. We will have a forum and try to build a community. By the end of 2019 we plan to decide about things like a Kickstarter campaign and publishing. Although not fans of early access, it is too early to say it is not an option.