OMITV - End of February Update
about 2 years ago
– Sun, Feb 27, 2022 at 10:15:13 PM
Hello Folks,
I am very pleased to announce that Rae has finished off the complete first draft of the game content and it's off to editing! While Christopher digs into this detailed revision pass, Rae is working on the additional setting content which was included as one of our stretch goals. He is working on preparing some important planets, stations, ships, weapons, and aliens who you might encounter during your final mission.
Here is an exact of some of the new text that Rae wrote up that you might appreciate.
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Once More Into The Void is a game that offers a clear but open structure to guide your crew’s story. A story of a painful past, a chance at redemption, the hope for a better future, and the threat of tragedy.
The game does this by offering you strong archetypes to build your characters on, simple mini-games that offer emotional prompts to explore your characters’ relationships, and a climactic struggle against the enemy that may lead to despair or triumph.
The narrative arc of the game starts with the Captain recruiting each crew member. Each mini-game establishes a new beat to your story. The final mini-game that must be played, aptly called Once More Into The Void, determines the final fate of your crew and characters. Finally, an epilogue is a player’s last chance to wrap up their character’s story.
By the end of this arc you’ll have established several key moments in your past and played out how the years have affected your characters. The prompts of each mini-game will help you explore themes of loyalty, the trauma of a found family falling apart, what is required to begin healing a shared past, the difficult path to forgiveness, and earning redemption.
Each mini-game offers a premise, location, or instigating circumstances to help you frame a scene. When you frame a scene, draw upon the suggestions or come up with something that reflects the spirit of the mini-game.
All you really need to frame a scene is a brief description, focusing on sensory details that draw your characters in. What does this part of the ship sound like? When you enter the forest on a planet, what alien smells overwhelm you? Who else is at the dive bar and why can’t you stop staring at them?
When you describe what your characters says or does, think about how that comes across to the other characters. What’s the tone of their voice like? What does their body language express, and is it contradicting what they’re saying?
Describe what your character is feeling or thinking, and if another can pick up on that. But whether or not a character can see through your character, as players openly describing your character’s emotions and thoughts will help everyone tell a better story.
When you choose a prompt during a mini-game, expand and explain the prompt as you like. If there’s a question in the prompt, it’s usually a question another character should answer. This is a shared story after all, and the crew members know each other better than anyone else.
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Reasons for Delay
We got a few questions concerning the delays we have run into so far on this project. While delays are inevitable, we all appreciate learning a bit more about the reasons.
Firstly, the world on a whole is on fire. In addition to the global pandemic, we have also gotten other massive geopolitical conflicts such as the invasion of the sovereign state of Ukraine by the Russian Federation which has taken up our brain space. We are all human-shaped lifeforms and constant stress is never good for our productivity.
Secondly, our collective priority is the well-being of our contributors. Rae is a disabled game designer whose health can occasionally render him unable to work for a period of time. We recognize from a project management perspective that we need to maintain flexibility to properly accommodate his needs. It's better for us to take our time and produce the absolute best version of the game we can.
Thirdly, we have been doing more hard development on the game than we had originally expected. After a series of playtests, Rae recognized that he wasn't happy with the inconsistent gameplay experience produced by the previous resolution system. The specific issue was that players could intentionally choose mini-games that would provide more Loyalty draws to improve their chances, rather than choosing the most dramatically appropriate minigames. It was also challenging to balance the difficulty based on the variable number of players. We reworked this resolution system and are far happier with the outcome.
Thank you for your time and attention. Until next time, happy gaming!
Jason Pitre & Rae Nedjadi