[Crossposted from my blog. See the original here.]
As nguyenn1 alluded to, we’ve been working on a game (!). What started as a weekend long GameJam entry into October’s LudumDare competition is… well, still going. We’re clearly over every imaginable budget at this point, so let’s take some time to look back and see what went well and what could have gone better. But, before that, let’s set some context!
Archimedean Assault is a single-player, arcade-inspired shooter featuring a transforming protagonist. Development efforts were borne out of a love for games and a coinciding LudumDare competition.
The player pilots a Gundam-style mech that can switch between a maneuverable aerial form and a heavy-hitting ground assault tank. While airborne, the player has exceptional maneuverability through a constant speed bonus and afterburners for an extra boost. In contrast, the player’s ground form is a slow-moving, armored behemoth with much more firepower. Expert players will strike a balance between air superiority and ground assault modes to destroy opposing forces and complete objectives scattered through a free-roaming game world.
In retrospect, I’m not sure how any sane individual could read that last paragraph and say, “Hey, we can totally hammer that out in a weekend!” Yet, we had about a half a dozen people on-board with the idea that we could.
Stay tuned for the gory technical details!