Spectre Shock
Posted by J. Kyle on June 1, 2011
Been a while since I posted anything here, but I’ve been maintaing a devlog for a new game over at the TIGForums. As described in the thread, the game is a “procedurally-generated first-person action-RPG, incorporating whatever elements of rogue-likes and ‘Shock-likes’ (System Shock, Bioshock, etc.) make sense.”
I recently adding support for patching to my engine, which has allowed me to keep a playable development version up to date without the need to publish a full installer for each iteration.
So far, this plan has worked out well. The immediacy of being able to push out updates coupled with the accountability of having a publicly visible devlog have kept me motivated so far. Outside of a few TIGS compo games, most of the projects I’ve taken on since Arc Aether Anomalies (back in mid-2008) have been abandoned for one reason or another (mostly overscoped design and art requirements). Hopefully I can actually stick with this one.
