Exoder is out now!!
Here it is!
And so we reach the end of this devlog. Thanks for reading!
As a sign off I'd like to share a couple of super early parts of Exoder's development. The first is the very first piece of concept art I made to try to nail down the game's art style.
It's from more than a year ago and was made before any animations or sound had been completed.
The second is a gif from the very first capx made for Exoder, which dates back to January of 2017, before anything, including any art, had been done.
And the final game.
Every journey starts with a first step and all that.
It's interesting to look back on the game as a mere embryo vs. what I wanted it to be vs. what it actually became.
The initial idea was to make one long massive level that went on for hours with no breaks or bosses, just constant threats and weaving paths and painful set backs. The whole thing would be like an arduous mountain climb.
Looking back to the initial idea makes me think there is still potential in a game like that, and maybe I'll try to make it someday(assuming it's technically feasible), but what Exoder is and what it became is something I'm quite proud of, so no regrets on my end.
Once the dust settled and the idea was solid, Exoder ended up coming out nearly identical to how I imagined it, which is a really cool feeling. Early on I imagined the game's climax with the shmup like final boss leading into a beam fight and wondered if I could really pull it off. And I did. And that is pretty gratifying.
And so I am off, to try and make something truly original. Something no one has seen before. Wish me luck.
Via con dios