Yet another gamedev project (Introduction)


Yet another gamedev project. I would be lying to say that this is my first attempt at making an ambitious, large-scale video game. Like many delusional wannabe gamedevs, I started multiple projects only to find out to late that the project didn't work (the two-week prototype rule doesn't translate well to all types of games) or lose motivation in some other way. And yet I can't help myself to start all over on a new idea. I am under no delusion that this time will be 'the one', and approach this project more of a test of how far my drive will get me and how worthwhile the result will be.

This time around, I took the decision to share my progress with the wider world for multiple reason:

  • Keeping a detailed log on what I am doing and planning hopefully provides some barriers to abandonning the project on a whim
  • Sitting down and writing my ideas out for all to see forces me to reflect on them and might prevent me from getting tunnel vision or making grave errors.
  • Every guide on game marketing says to start early and even if I have little expectation of making this into a carreer, it would still like this project to find its audience

The motivation for this project actually originates in the 3D model itself. While modeling a scene in blender, I got compelled to spend an overdramatic amount of detail and consideration on the vehicle that this project revolves around. The game itself is in some way a continuation of that drive. Let's see how far it takes me. After some retopology and restructuring of the model, I transferred it into Godot, started to add functionality to it and that's where we are now.

Render of the initial model in blender

In the most general of terms, consider this game to be a combination between a flight simulator for a very specific fictional spacecraft and a truck-siumlator (wich admittedly, I have never) type game. Comparable games if you feel so inclined: "DeltaV: Rings of Saturn", "Nova", "Stormworks"

For now, I will finish by listing plans for future devlogs detailing the ins and out of the game, publishing on a hopefully weekly basis. As development progresses, these might change and other topics will arise.

  • Visual style and inspirations
  • Primary cockpit
  • Workflow
  • Lore and world building

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