They
marveled at them. “This is the treasure I was talking about.”
After a time, Wisenchyme said, “Hm—not gold, silver or jewels. These must be old—works of antiquity.” “I wonder how much they're worth?” asked Amoenu. “The pages I'm not sure—but the words. Now those are priceless.” “What do you mean?”
After a time, Wisenchyme said, “Hm—not gold, silver or jewels. These must be old—works of antiquity.” “I wonder how much they're worth?” asked Amoenu. “The pages I'm not sure—but the words. Now those are priceless.” “What do you mean?”
You
can find this conversation on page 22 in my story concept papers. The
story, in fact, is a remarkable one indeed.
It
all started one October day, four years ago in 2010. Yes, time has
passed that quickly! I conceived an idea for a game in which you
could command an army of amoebas to overtake enemy colonies; a
real-time-strategy-action venture. Not only could the player lead his
comrades into battle, he could also control amoebae individually to
fight in the fray.
Okay,
seriously what can an amoeba do? Fling out fake arms. Right... But
they can engulf organisms too and digest their contents. So the
little critters would battle using exocytosis (which, by the way,
means to ingest foreign objects). And there were actual war weapons
to use as well.
Taking
from that offbeat concept, another idea eventually formed for a
silhouetted platform adventure game. That was “The Amoeba of
Light.” But pretty much the only similarity between the former idea
and the latter was inspiration by amoebas. (Since I enjoy God's
creation and nature, I often think of games based around the lives of
creatures).
“The
Amoeba of Light,” though a simplistic idea at first, was something
quite different. As the years passed and the planning progressed—from
2010, to 2011, to 2012—the project scope expanded. I thought of
more things the player could do. I added game mechanics. I unfolded
the story into something unusually distinct. And the art style went
from black and shadowy to alive and vibrant.
Life
brought trouble with it, as it commonly does. Yet the idea still
grew. I started development in a commercial game application
software—Game Maker 8.1 to be exact—and the basic engine began to
get up on its feet. But for some reason I stopped and started working
solely on an MMOG about fantastical knights wielding strange
futuristic weapons. I think I just wanted to finish something, and
the amoeba project wasn't so exciting anymore. I wanted to be great
and for the world to finally see it.
Even
though the planning went on (with spurts and sputters every once in a
while), it wasn't until just last year that things got really
serious—in a good way. I had read a book about faith goals, and I
applied what I learned to set concrete milestones for the development
process. And not without a few more inconveniences, that brings me to
where I am today.
Yes,
today. I mean that literally. May 1st
is
the day the official Game Developer's Journal for “The Amoeba of
Light” was planned to commence, with “customized graphic designs
for [the] template,” as my notes read. So however you got here,
welcome to the adventure.
My
blog will reveal the spectacular details of an Indie game that is as
extraordinary as it is exceptional. Follow me here from today until
release day and after. The game itself will be marvelous, yet the
story that goes with it will be something special.
I
want to update the blog at least once a week. Along with information
about the dev process, I'll share the goodies and gumdrops of the
game's design. Of course I'll unfold the story too. This will be fun!
I'm
looking to break the rules of the gaming world. If different is good,
then different is better. Throwing out foolish traditions *toss*
discarding cumbersome systems *toss* not being afraid to try
something new—“The Amoeba of Light” should be an endeavor that
brings fresh pleasure to the average player.
The
journey of Amoenu's life is about to begin. He will find what he
wasn't looking for, yet what he didn't know he always wanted.
Curious?
Come back soon for more.
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