Update July 2012 – What’s Next

I didn’t realize it had been so long since I posted on my site! Nearly a whole year, that time just flew by! Definitely time for an update.

Solar 2

Firstly though, Solar 2 is on special 75% off on the Steam Summer Sale! If you’ve been waiting for the perfect time to pick it up, now is that time! There will be more sales though, so don’t worry if you’re reading this too late and it’s already over.

So what about Solar 2 then. I’m planning ports to both Mac and Linux, but it’s a surprising amount of work (Solar 2 was made in XNA, which is a Windows only framework and can’t be ported directly) and I need to wait for some similar cross-platform frameworks to be more complete before I tackle that. I wouldn’t hold your breath on those, but I’m hoping before the end of 2012.

Solar 3 is a common question I get asked. It won’t be my next project, but it is something I’d like to do eventually. Solar 2 had awesome core gameplay, but I don’t think the ‘content’ gave it justice. Solar 3 will focus much more on a deep sandbox and play more like an RPG/simulation as you build your system with what you can find along with protecting against the chaos out there.

So if Solar 2 ports are on the sidelines and Solar 3 is a distant thought, what am I doing at the moment?

A New Game

So you know how in Solar 2 there was that ‘concert’ mission that was just randomly music driven and nothing like anything else? And that later I added a challenge called ‘zombie geometry’ that was also music driven? Well that’s because I’ve been itching to make a music driven game since forever. And now I am!

Introducing Doof Doof! (Tentatively introducing anyway, it could end up nothing like what I’m saying here, this game is very much in early stages).

It’s a music-driven game.

What do I mean by that though, will it be like Beat Hazard or Audiosurf where your own music is used to generate levels? No! I do like those games, but I feel the ‘music’ and ‘gameplay’ just aren’t combined well enough. The algorithms that read the music and generate the level can only do so much, they can’t capture the real ‘feeling’ of the music.

So what I want to do is to have my own amazing soundtrack and carefully fine tune gameplay, levels, content and everything around that music. So essentially instead of the algorithm making levels by reading in music, I’m just going to do it manually!

Obviously this means the game will be pretty short as all the effort for just one music track will be immense, but I’m hoping the sheer awesome quality will make up for it. Why play 10 hours of repetition when you can have 30 minutes of intense variety!

Doof Doof will start off as a free Flash prototype to test what such a game will be like. If I get a good response from all you lot then I’ll bring on a real artist, find a bunch of musicians and make an awesome experience for cheap (no more than $5) on PC. Stay tuned!

About Jay Watts

Independent Game Developer.
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2 Responses to Update July 2012 – What’s Next

  1. Andrew says:

    Any updates on Doof Doof? I’m interested to see what you have in mind!

  2. Самое видное место для информации находится не на стенке, а в Вашем разуме. Но, в качестве проповеди — можно использовать и стенку.