Pastel Sunrise

Pastel Sunrise

I was working on some ideas for a company or game intro and got on to the idea of a Pastel Sunrise. A pink sun, rising over a black horizon. This is a quick attempt at that, in engine.

While I was thinking about the sunrise, I had an idea to mimic the text style from the intro of The Terminator. That was pretty fun to do. I’ve worked out a way to create different styles and plug them in as needed. I’m thinking that this is how I’m going to do the HUD text, which I want to have an interactive element to it. I want it to be able to ask you questions and request a multiple choice response. Here is a short video of the Terminator text.

Writing a Story
The original Vapor Story had a fairly fleshed out story that was driven by my desire to explain some of the unkown or mysterious events on Earth with story elements. I had seven or eight that I really liked. At some point though, I fell out of love with that story. I was having a lot of trouble tying the story elements to the type of gameplay I wanted in Vapor Story. As disappointing as that was, I am having a blast writing the new story. I feel like being able to make the game activites seem like a natural part of the story is important to a good design. The name Pastel Future is rooted in both the story and the mechanics of the game. I’m very happy with it.

Technology
Here is something from an earlier post:

Right now, the scope of Pastel Future is more than I can handle. An immediate goal is to determine what stays and what goes.

That’s a big thing. I still struggle with the decision to use GameMaker Studio for Pastel Future. Not that I don’t like it, but I keep going back to a 2D not having that same feeling of immersion and scale as a 3D game. The Unreal Engine is so accessable… it’s keeps calling me. How do I compare the different requirements for assets between GameMaker and Unreal Engine? A big advantage that Unreal has is that you can go into the marketplace and buy a skinned, rigged, and animated model. Then start programming with it in just a few minutes. It won’t be what you release with the game, but there is something for you to work with VERY quickly. Contrast that with getting a test character in Game Maker. This usually amounts to searching Google for spritesheets that have animations that kind of resemble what you’re looking to do. Unreal seems better there.

A big hangup with Unreal is that I’m not very strong in C++. You can do a lot with blueprints in Unreal, but eventually you’ll need to start writing code. Simple things in game turn into massive spaghetti looking blueprints pretty quickly and I think most pro devs do their final logic in C++. Maybe a middle ground like Skookum script can help with this? Really, I highly doubt I can do final art for either engine, so I guess cost is a big factor too. For your money, wihch one is better?

I leave you with the Pastel Sunrise!

Pastel Sunrise