Omegapolis Devlog #0 - Plan, preview, and tools.

omegapolis-screenshot.png


And so it begins. I thought it would be cool to take a break from developing the game to blog about it. 😁 For a first dev log I am just going to write a bit about what the game is and what I am using to create it, as well as show the little teaser screenshot there.

What It Is

I have wanted to make a game for a long long time. My day job is software development and I've always enjoyed art and games. So it is only natural to want to build a game. On top of all that I am a huge comic book fan and love building world ideas, characters, and designing things.

In the past I have made some small games that aren't much to talk about and have tried a few times to attempt something bigger only to fail. So this time I have tried my best to still come up with something I can be proud of and enjoy but also try to keep it simple enough that I might actually finish and polish it to the point it is worthy of release.

A long time ago I came up with the idea for a sci-fi cyberpunkish world where new technology has driven world change. This technology was involved with dimensional travel in short time jumps. On top of these ideas I have had other ideas over the years. So when I started planning this game I also started planning the world by combining all these old ideas into one. Omegapolis is a world where almost the entire Earth has evolved into a single large city, the last city, the omega city, Omegapolis.

Lately I have been somewhat addicted to games like 20 Minutes Till Dawn, Void Scrappers and Vampire Survivors. As long as I can remember I also have always enjoyed twin stick shooters and other shoot em up style games as well as action RPGs. So Omegapolis will have elements of all these types of games combined into the setting described above. I also plan to have comic book style cut scenes that tell each character's story.

I have made a decent amount of progress over the last couple months. Progress I plan to show in further dev logs. For now I am going to try to keep this one relatively short and just introduce the ideas and give a little background.

What I'm Using To Create It

Programming

You may have (or may have not) seen my previous post about game engines. So I won't rewrite all that. I am using the awesome engine ORX! To do the actual coding I am simply using Visual Studio Code with a few extensions for C/C++ development. I also created a handy script for generating a project that can be easily compiled and run from VS Code.

Art

So far I have done all the art and animation using Krita. I did give OpenToonz a try. Mostly because I really liked the tools for color palettes but it turned out to be a bit buggy for me and overkill so I went back to Krita which is nice. The only problem I tend to have is trying to edit the palettes often crashes the program. I may also end up using a vector program at some point, probably Inkscape but as of now I'm trying to avoid having to learn more art programs. πŸ˜…

Audio

I have not started the music or sound effects at all. I have quite a bit of sounds and loops and such saved up from bundles and have some experience with DAWs. But I'll have to revisit this when the time comes.

What Is Coming

If this seems like something that may interest you, feel free to follow me. I'm already planning more devlog posts, so will probably have some pretty regular updates for a while. Once I fully catch up with what I'm actually developing, they may slow down a bit. We shall see.

It has been a while so I'm relearning how to post on Hive as well. I am going to try doing Hive Posh as well by posting with my X Account which will probably not mean much since I really don't have any kind of following. I do remember adding oneup and neoxian and other tags are useful for 'tribes' here on hive. If you have any recommendations on what to use and what not to use for my posts, that'd be appreciated!

Thanks for reading! Hope to see you again! πŸ‘‹



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Good luck with the project! I was curious and looked at your build script, saw the mention of git-lfs. -What is that? I thought.. and followed the link. Now I have added and migrated the audio and graphics files in my repositories to it πŸ‘ Thanks!

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Nice! To be honest, I'm not super sure how much it helps but seems like it won't hurt for sure so may as well use it when file types can get big. Glad it was of help! πŸ˜€

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