Path to Prototype 2.0

BLOG ENTRY 3 - 7.23.2020

Well, it’s been over a year since the last post, But I’m glad I’ve kept the page up and running.

In the year since I last posted on the page I have worked on the project almost non stop, While my coding skills have improved I am now faced with a pretty daunting task. Integrating all the premade assets and blueprints that can help me build the prototype in it’s best form.

The list is simple. Inventory system, Cover system, Combat system, UI system and different weapon assets to start prototyping the different faction weapon types.

The problem is hard, They’re all from different asset developers on the Unreal Engine Marketplace. I have nowhere near the coding experience to simply integrate them. So It’s going to take a lot from me to bang my head on UE4 until I can bash all these things together. It’s like photobashing in concept art, except in blueprints. yaaaayyy… There’s no other way around it as I’m currently broke AF to pay a competent coder to help me get it done.

However ugly the duct-taped mashed together version of the prototype comes out. I know it’s enough to have full proof of concept. Then on it’s trying to make it look pretty so I can start fully search for funding. Whether it’ll be ID@xbox, Unreal or kickstarter, there are different avenues I can attempt before I need to come up with a new plan.

It honestly is scary how much work I’ll need to put in, even after all the work I’ve been doing behind the scenes in game design, character & class design as well as world building. Usually studios have multiple people working on it, so the workload gets spread thinner, but each aspect of the game is in itself an art form, writing, concept art, coding, Ideally they’re meant to be done by talented specialist who can focus on one thing, however, due to the fact that I am currently Unable to pay my team full time, the help they provide is invaluable but spotty at best, and work progresses slowly.

I know that If I could make the prototype and get funding to hire everyone full time, this game would start taking shape significantly faster. But alas… Capitalism and such.

It will take great effort to get it done, but it will be worth it in the end. It’s hard to express in words that would do it justice. But I think this game is one that needs to be made, I had no doubt that much smarter and talented people could have already finished it and even made sequels, but the point is that no one else is making it. I see game presentations with dread thinking that I’m going to see it in a different shape or form with a different name and flavor, but ultimately the same game. It’s a terrifying idea that all my work would go to waste. Thankfully, that’s not the case and this game is still not out there.

For the time being I will continue my work and will start updating more frequently (Yes I’ve said before but this time it’s different!). Things feel like they’re speeding up, even in the midst of global crises, and I need to start posting more often, as keeping a record of what I’m doing will help in the long run, both to see how I progress and how the game grows.

I will also start setting up the Youtube page to start posting visual updates as well. Dev diaries are a great way to start getting the game out there, even if it’s still in base assets and blockmeshing. I really hope that once people start seeing this games potential, that it will start sparking interest enough to get funded.

That’s mostly the update on work as it stands, but I will have more to show in the coming weeks.

Thanks you for reading and I will update soon.

Daniel “Freaky” Aguilar

Game Designer

Plasmapunk Studios

Daniel Aguilar