Devlog 01 - Prepro and the Road to a Prototype
So this is it. We're doing a game. Hello.
For anyone who hasn't read the game's page, this is the devlog for Prometheus Unbound, a team project for the 2D Game Development Capstone at the University of Texas. We are a team of six developers across multiple disciplines, and we have a total of 15 weeks to make a game.
Team Unbound is:
Jake Gollub - Environment artist/ animator
Ainsley Johnston - Character artist/animator
Cory Mason - Game designer/narrative designer/level designer
Luke Mason - Programmer/game designer/sound designer
Rodrigo Okamoto - Programmer/sound designer
Arnold Venter - Programmer/level designer
My name is Cory. You'll be hearing mostly from me, but I will be gathering notes and thoughts from the rest of the team whenever they have something to share about the process. I think we'll try to do a spotlight on each team member as well, if I have the time.
Now for the devlog part.
We've officially passed both rounds of pitching to our professor and Prometheus Unbound is greenlit! There's a long way to go, but we're moving along. I'll attach some concept art and other prepro documentation to give an idea of what we're going for, but here's our pitch:
"A cybernetic corpse laborer seeks revenge by becoming a mechanical monster and consuming the cyber-brains of her creators."
Prometheus Unbound is a stealth action platformer in which you play as Anala Piers, a cybernetically reanimated corpse whose brain has been fitted with an AI controller. In this world people's corpses are frequently sold to the megacorporation CarpoTech, to be used as free labor.
The person who used to inhabit Anala's body is dead. Anala gained consciousness as the result of the dead person's memories mixing with and influencing the AI installed in her brain, creating a new sentient intelligence. Anala is afraid, confused, and alone in a world that was not made for her and a body that does not belong to her. Her first goal is survival, but as she flees enslavement her inherited memories begin to incorporate in her cyber-brain. She remembers the people who made her this way, and she remembers the founder of CarpoTech, the woman responsible for all of this. Hunted and unable to live in peace, Anala decides to pay these people a visit.
We have been doing a lot of prep work for our first development sprint. Lots of ideas have been thrown into the mix and honestly everyone is a little confused. Communicating ideas is difficult and we should schedule plenty of time to nail things down in the future. I personally learned that we need to take notes to keep track of what we've already discussed so we don't keep trying to reinvent the wheel and solve problems whose solutions nobody can remember.
Now for the concept art and other assets:
Current concept map for the city of New Olympia, our setting for Prometheus Unbound. Made by me.
Environment excerpts from a brilliant mood board presentation by Ainsley.
Character excerpts from the same mood board.
A rough level aesthetic mockup, also by Ainsley.
And that's where we are! We have a jam scheduled this weekend with the goal of producing a playable prototype in Unity. Ideally we'll have that deliverable to show off next Friday, but at the very least we'll have more concept art.
Todays music inspiration is Ghosted by Data Romance
Get Prometheus Unbound - Beta Release
Prometheus Unbound - Beta Release
Status | Prototype |
Authors | Duplicitous Games, Mega567835, AAJ, Rodrigo Okamoto, SmileItcher, Jake Gollub |
Genre | Platformer |
Tags | 2D, Cyberpunk, gothic-horror, Stealth |
More posts
- Devlog 07+ - Catching You UpNov 10, 2023
- Devlog 05 & 06 - Building outside the BoxOct 04, 2023
- Devlog 04 - The Play is the ThingSep 25, 2023
- Devlog 03 - Better, Faster, StealthierSep 15, 2023
- Devlog 02 - Prototyping and PivotingSep 11, 2023
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