The "Now It's October!" Blog Update!
Summer Salutations! What's Up!
Live from our sequestered jungle lab, this is Team Ambrosia! Happy October, folks!
For better or worse, I’m the kind of person who has trouble taking the time to stop what I’m working on in order to talk about it. “Well, maybe I’ll write a blog post if I finish [x], [y] and [z] today,” I might say to myself. But usually finishing one task just leads me right on to another and I never wanna break my stride while I’m working. So I don’t, and another day passes without me writing anything, then a week, so on, so forth, forsooth. It’s good to keep workin’ along, but it’s also kiiiind of important to at least let people know Ambrosia’s still alive and kicking, right?
Campaign Thoughts, and Looking Ahead!
Good day, everyone! How’s it going?
Thought it was about time for a check-in. We’ve been pretty silent on the front lately, but I wanted to let y’all know that work on Ambrosia has been progressing smoothly, as well as talk about how things’ve been going behind the scenes.
Kickstarter's Final Week!
Good day everyone! Warm greetings from Realmsoft!
By now you’ve probably seen that Ambrosia’s Kickstarter did not meet its campaign goal. We’ve said it already, but we just can’t say it enough — thank you, everyone, for all of your amazing support and encouragement throughout this process. Seriously, it’s been extremely motivating and heartwarming to see our game be received and accepted with such excitement. Despite not reaching our goal, your response let us know we have an audience, and that helps give us high hopes for Ambrosia’s future.
Ambrosia Flies on to Kickstarter... Today!
Howdy, y'all! We've reached the final week of our Kickstarter. It's been a heck of a ride, but it's been a lot of fun! So we wrote up a message for our backers, and summed up a bunch of our recent social media postings.
March Progress Report
After much toil and preparation, Ambrosia's Kickstarter has finally launched! It's here! It's now! It's live! And we're pretty darn excited about the whole thing! We do hope you'll check it out, continue to give us your support, and share it around wherever you can! Word of mouth is huge for us, so we'll be grateful for any of it!
Here's the link to the page: Ambrosia on Kickstarter!
Don't be shy about asking questions or offering feedback on what you see. We'd love to hear from you, and we're more than happy to answer your inquisitive curiosities!
How’s it going, everyone? It’s been a hot second since our last post, so I thought I’d take some time to talk about how things are progressing.
The short answer is: well!
Our big focus this month has been gearing up for the Kickstarter, which consistently feels like it’s approaching all too fast. Balancing marketing and game production is quite a task, it turns out! It’s interesting being on this side of things, after I’ve spent so much time following indie devs from a safe distance. It’s no surprise to me that the experience is about as fretful and pressured as it’s made out to be. But it’s nonetheless been a fun, exciting time, and the response to our screenshots/videos has been very encouraging! I’m very thankful to everyone who’s had such kind things to say about our precious li’l game so far, and been slamming those 'like' buttons. You’ve been fantastic! I appreciate every bit of interest, and I hope you enjoy what’s to come!
The Ambrosia Kickstarter launches 22 March 2018!
Ambrosia has been in development since 2014 as a small side project. Last year, we self-funded our first full-time developer, and the game has grown leaps and bounds. We can now see the finish line and are ready to bring this game to the world!
We are looking to raise funds to finish out asset creation: art and music. Ambrosia's unique look and fun art style is a key part of the experience, and we want to deliver the highest quality to our players! The ability to pay our artists and musician full-time to work for us will be critical to complete the game in a timely manner. Without quick, rapid funding, we are always in danger of losing access to our freelancers as other projects come up for them.
Additionally, we would like to port the game from PC to Sony's platforms, and that will come with its own costs and challenges. The funding here will let us do that too!
We are committed to completing Ambrosia and putting this game in the hands of our fans, regardless. But we believe funding at this time will allow us to deliver, completely.
Building Weapons in Ambrosia
Oh, it’s time for me to write one of these?
How’s it going, everybody! My name’s Ian, and I’m the designated level designer for Ambrosia. Despite what Mike thinks, I’m not from rural Oklahoma. I grew up in one of the largest towns in the state. He just thinks it’s rural because there was a barn and horses on my property, and the satellite images around my house just happened to show mostly farmland. Whatevs, Mike!
Anyway, here I am! Despite my lifelong passion for video games, and penchant for creating things in or adjacent to games, I was never quite sure if I wanted to make video games my career. I like playing games. Exploring games, learning about their worlds, experiencing their story, delving into their mechanics — everything related to the act of discovery. But there’s no discovery in a game that you, yourself, are designing, right? You know everything that’s going to happen, right?
The Story of Ambrosia
Ambrosia is a Metroidvania, and that's all well and good in its own right. I mean, who doesn't love an open world filled with treasure? But that's not what makes Ambrosia special. For that we need to examine the contents of that treasure: namely, the game's weapons and mods.
Ambrosia uses what we call a "rules-based weapon system." What this means is that you the player build up your weapons by adding unique rules to those weapons -- via parts we call modifications, or mods for short. Because you're adding rules to the weapon, not just static parts, the same mod can produce different results depending on what other modifications and rules have been added to that weapon.
As an example, let's look at the interaction between a few early-game mods.
Escape the Ordinary
So, we're making a video game.
Who isn't, right? It certainly feels that way when you first strike out on your own with an untested product and an untested studio at the height of indie game development output. I read somewhere that Steam sees 5,000 new releases a year. So who are we to put out the 5,001st?
Actually, let's just start there.
Who are we?
Allow me to introduce you to our new video game.
It's called Ambrosia, and it's about an engineer named Iris who travels to a distant island to search for her missing friend. In the process, she grapples with an army of strange and wonderful robots, exotic creatures, and a few other surprises. To overcome these challenges, she will need to uncover powerful tools to traverse the island and utilize an array of weaponry to challenge her foes.
"I get that," you say. "But what does that mean?"