As the development of Space Adventure progresses, the development team and I (really more of a personal selfish act) have christened the first official release of Space Adventure to the public as Oregano 1.0. Oregano 1.0, will finally showcase the hard work we’ve managed to put into Space Adventure: it illustrates our growth as an independent gaming studio and more importantly allows you, the public, to view a snippet of all our hard work
So you might be wondering why this peculiar spice, christened the first playable version of our game. Why not paprika, or kittens, or maybe even Space Adventure V. Puppies 1.0? Well, the answer is simple, really. As the days passed by while the team worked hard on the pre-development phase of Space Adventure (the phase were all documentation for the game was generate.) I found myself one Sunday morning finishing up the game’s schedule and eating some menudo (a Mexican soup filled with meat pieces and hominy). As I was closing up that morning’s work I drastically needed a name for the first version of Space Adventure (really a keyword to use the ctrl+f function of Microsoft Word more efficiently). So I looked at my then empty plate to admire nothing more than the small soaked green flakes left in residue in front of me. There I thought and wrote “Oregano”.
So there you have it ladies and gentlemen, inspiration in the form of food!!!
-Gabriel follow me @adventureco2
This week has got to be one of the most productive weeks for Prototype Studios and Space Adventure. While a part of our staff has began classes, we continue to strive for progress as character and engine development continues to grow. It’s quite beautiful how passion can drive even the most busy person. So give it up for Prototype Studios and all other independent video game companies out there that continue following their dreams. Congrats!!!!
So now for some very awaited progress and of course beautiful beautiful screenshots.
This week we were able to complete almost all characters for World 1 of the Space Adventure platforming adventure. With that in mind I present to you Count Robotcula (the vampire robot master of World 1):
What a chocolaty feeling right? The character design here emerged from the chocolaty flavors of the Count Chocula cereal. So as you can imagine his castle and domain intertwines the player in a post-apocalyptic renaissance robot-land.
To expand the platforming aspects of Space Adventure, our design staff decided that it be apt to include mini-bosses on top of all bosses in every world. With this idea Siccoro (the character depicted above) was elaborated:
“Born a poor country robot he lived a life of poverty, barely having access to any beer. One day the count passed through his village and they both met. The Count was able to see the potential in him and offered him a job as one of his solders. He quickly mastered the way of combat and became a knight who pledged loyalty to the Count. He helped the count win many battles and after his age started to make combat difficulty the Count suggested he retire and become his personal butcher. He accepted and now lives at the castle with the Count. Although his time as a fighter has passed he has not forgotten his knightly vow to always protect the Count, even if it costs him his life.”
Aside from all character design our engine team was able to begin working on Oregano (the first working version of our game) along with working out a release date for the version.
So let us know what you think and what aspects of the game you like/don’t like. If you haven’t followed us go to twitter and follow us @adventureco2 or if you’re an avid Facebook user give us a like at https://www.facebook.com/prototypestudios18. Thank you guys very much for the support and have a great day!!!
Hello (fans, friends, and family),
After an obligatory hiatus, the Prototype Studios’ staff is finally back and working (harder than ever mind you). 2013 is behind us and 2014 brings forward an exciting year to develop our glorious baby: Space Adventure. Quite has changed, along with staff members departing and joining, but ultimately our goal stands: to make memories not videogames.
Along with its chilly afternoons, 2014 has given us an opportunity to reevaluate the development of Space Adventure, and as a team has given us the opportunity to make a few changes to generate a release (sometime late this year). The biggest changes involve adding a producer to our team, expanding our design team, and generating different documents that have helped us structure the engine, content and progress of Space Adventure.
In addition, 2014 also has led us to evolve our existing development framework from Java using Slick2D, to Java using LibGDX (http://libgdx.badlogicgames.com/). This change became appropriate the moment we learned about the capabilities of LibGDX. I mean seriously: it lets you develop Android and Desktop games at the same time, what more could you want.
Ok, so now that you’ve made it this far you’re probably asking yourself “So when’s this game coming out”. The truth is that we’re taking it one step at a time. We hope that a playable version (Version Oregano 1.0) will be ready for debugging mid this March, and we’re doing everything in our power to meet this goal.
Thank you very much,
Prototype Studios – Support Indie Gaming
So I’ll be working hard tonight to establish a better physics system. I’ll also be adding a very neat (yoshi’s island like) jetpack mechanic. This whole change to a state-based system has definitely improved the outlook of the game. I’ll continue posting here and there tonight, see where this programming session takes me.