Oh, I forgot to mention! We have a brand new, handy dandy newsletter (it’s on the right of this page), through which we’ll be releasing information about the game, most probably on a slower drip than this blog. If you want to keep notified about Shadow Field as it approaches release, signing up to the newsletter is the best way to do so.

Also, we will most likely be releasing some more exclusive information via the newsletter – if you’re interested in seeing some of our work in progress stuff (and hearing about certain surprises before they’re announced to the rest of the world), the Shadow Field Newsletter is the place to be. Subscribed. To.

Cheers!

- Jason

About Shadow Field

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May 252010

Shadow Field is a preternatural sci-fi tactical strategy game for the iPhone. You control four members of a scientific research team as they defend an isolated village from an unnameable horror…

This weekend (after collectively enjoying Iron Man 2 – it’s research somehow, I promise), we sat down and forbade ourselves from playing Street Fighter IV until we’d spent some time thinking about the nitty gritty of the game’s combat systems – the moment to moment gameplay and feel.

It’s difficult to get on the right track, particularly when trying to brainstorm a particular element of the game – we had a few false starts as we went off on random tangents, having ideas about what to do in different parts. But fortunately we kept refocusing, and kept attempting to approach the task in a different way.

We finally scored a hit on the “First Five Minutes” approach, which I have to credit to Dan (my boss at my day job). It’s a great approach where you simply say: “Okay, we begin where the player starts in the game. Lets write out, moment by moment, everything we want that player to experience in the first five minutes of play.” It ends up feeling a bit like playing a pen-and-paper roleplaying game, where you’re making up the rules as you go.

Once we made it on track we were blazing ahead, and we came up with some great stuff – I’ve scanned a couple of the less spoilery pages of my (terribly scrawled) notes below to give you guys a sneak peek at what we’re looking to implement. After a mere hour or so, we had set up concrete ideas for each of the workmen’s strengths and weaknesses, and had created a clear mental picture of how we want it to play out – a picture I’m now in the process of breaking down to figuring out how to get there code-wise, system by system.

No, that isn't ancient Vedic Sanscrit, it's just my handwriting. Man. I wish I could write Vedic Sanscrit.

This week will be focused on getting as much of that moment-to-moment gameplay in as possible, with the eventual goal of being able to play, dynamically and in real time, the scene that we’ve constructed. I’ll let you know how it goes!

- Jason

We’re finally ready to show off the new gameplay. It’s pretty early still (the enemies don’t attack yet) but it shows off the new movement and camera, and shooting (light snipers, phasers and beam shotguns). Starting to have some fun!

Watch it here!

It’s crazy to compare it to the last video we uploaded, when Shadow Field was still a tower defense game. We’ve come a long way, even though a lot of it has been sideways. Now we get to start moving forward again.

- Jason

Please find enjoyment in this lovingly prepared screenshot, courtesy of your friends at Shadow Field Team.

No place to hide!

It’s very early and looks a bit weird, but you get the idea! Next up, working on getting the weapons/shooting animations in, so that the beam doesn’t come from the center of his body as if he’s some kind of super being. We’re getting there!

- Jason

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