Francis and I have been working on Bunker Sim for more than a year.
Last week, at PAX East, it felt like it was worth every hour of our lives we put into it. We were showing off the game for the first time at the Armor Games booth. We finally got the chance to meet face to face with other team members we have been in contact for years over the internet.
Everyone was awesome and genuinely friendly. The amount of passion in these people and the whole gaming scene is just so inspiring. I couldn’t believe this was the first time they were building a booth because they just rocked it. We had a 10 feet tall castle wall!
The prize wheel brought so many players it was insane! We had smiles all around. Standing near the wheel just filled my batteries between demos.
The real reward was to meet with the players. It felt simply amazing! We shook so many hands because we wanted to thank everyone for waiting so long to try the game. The amount of smiles we got from people filled us with motivation and assurance that the game will be amazing when completed. Things seemed to make sense to everyone :D. One of my good memories is one little girl, maybe 6 years old, that actually sat in front of the game and did all the objectives. She was so clever.
We kept getting asked if the game is available, which felt great! It’s good, because not only is it a real motivator, but it also means our next decision is the right one.
When the project started, in December 2014, it was supposed to be a mini-game, releasing on a flash portal. The whole game, right now, is built in ActionScript 3 and could run in a browser. Sure, the design document contained a huge list of “nice to have”, but it was supposed to be a 4 months project. Things we could maybe add, you know.
As usual, I sort of went crazy with it, it kept growing and growing, and mid-way we decided to release on steam. I added all the “nice to have”, and then added some. To me, selling the game meant quality and performance, and I’ve put a huge amount of work to raise all my standards and to make it my best game yet.
Basically, Flash kept limiting us, and we want to release something up to standards with traditional Tycoon games we all love. We are simply asking too much out of it.
The game will be ported to Unity in order to fully realize our vision. We can only see bonuses to that decision. It’s what we should have done from the start. Having the whole game already designed, architectured, and most of the art made will really help.
Moving to Unity will allow:
– Way larger maps ( from 32 to at least 256 )
– 60 fps easy, instead of 30
– A better save files system
– Better visual effects, especially data visualisation
– Way more characters
– More features, more content
I leave you with a preview of what our environments will look like for combats and expeditions. Francis made a lot of those ( so far, around 80 ), so expect some variety
See you in a couple of months!