Summer Salutations! What's Up!
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.
We’ve been concentrating on development first and foremost, which has meant social media posts falling by the wayside. (It’s hard to do both! I don’t know how our fellow indie devs do it!) But on the flipside, we’ve been making great strides on the game itself. I think I spoke last time about how we had the overall chapter flow laid out — the framework for the critical path. That framework has been built out and made manifest in solid, playable form. I’d estimate 75-80% of the game's rooms are playable now, which is a pretty cool thing to realize. I have to qualify that number a bit by saying they’re “playable, but not content-complete,” of course, since enemies/objects are still being implemented as well. Rooms and enemies are being assembled by the same person, so there’s a bit of a back-and-forth there — periods of concentrating on layout, then periods of concentrating on enemy code.
Enemy code has definitely been the bigger focus lately. We’ve been doing a lot of work to make sure each enemy the player encounters is something wholly unique and different — not just in art, which Maciej continues to just rock it on, but in behavior as well. Variety in actions and attack patterns. Something new to learn when facing down each foe. We don’t want the challenges in our game to hinge on stats and numbers, so you won’t see enemies who are just “like that last thing but stronger.” Variants of the same enemy type (i.e., recolors) are pretty few and far-between compared to most games of this type, but even our variants will possess unique behaviors, logic, or attack types that set them apart in ways more meaningful than a boost in health and damage.
We have somewhere over 35 unique (non-recolored) enemies in the game right now. Our outline will have us end up at around 50, which we think is pretty substantial for the amount of variety going into them. Despite our outline though, we’re still coming up with new enemies even now… we just can’t help it! Please! Someone help us stop our madness before we go too far!!
On a personal note, Nate’s currently prepping for a big relocation in order to cut costs and save money. It’s slowed his work down a bit in the short-term, but this is one of those big-picture actions that’ll help us persist as a company and make sure Ambrosia *does* in fact get out the door. With the Kickstarter falling through, we’re doing what we can to move forward while self-funding, making sure we’re set up well for the future in as many eventualities as possible.
For those who don’t know, Nate’s the heart and soul of this project — Ambrosia’s his brainchild, and the game only exists thanks to his hard work, design chops, and quite frankly, huge monetary investment. He’s got a passion for making games like no one else I’ve met, his dedication such that he’s re-arranging his life and working second-job hours to make it all happen. He’s pretty quiet and has been keeping his nose to the grindstone this whole time, crunchin' code and optimizing engines, so a lot of folks probably don’t know how integral he is to Ambrosia. I wanted to thank/embarrass him publicly by letting everyone know. He’s doing good work and keeping this show on the road! Thanks, Nate!
For us this is actually more than just building Ambrosia. We’re building Realmsoft, and this is our first game of hopefully many more to come. We’ve got plans — more games we’re excited about making — so the way we see it, we’re just getting started. Thanks for reading and keeping up with us.
More to come!