It’s the beginning of June. The summer has landed! And while the rest of you enjoy the sunshine and a spritzer or two, Failcore employees are hard at work.
Here’s what we’ve been up to:
- For the last few weeks, our Game Designer has been working silently. But it’s time to unveil the new mechanics!
- Meanwhile, our Graphic Designer has been busy animating our monster hand.
- And I have been setting up our social media profiles and content pipelines.
Animating the Invisible Fist is a Handful
When we debuted The Invisible Fist at A Maze, we only had a flat character to show as the game’s main opponent.
As a villain or fighting opponent, the fist did little more than attack with a punch and smack during each round regardless of the player’s choices.
We’ve decided to animate the hand more during this cycle of development. The idea is to give the fist more character depth that will tie in with its backstory and symbolic role in the game.
Of course, that’s easier said than done. As you can see in the image above, our Graphic Designer sometimes backhands our hand.
“Drawing hands is a bitch, especially invisible hands.”
But she’s confident that even visual players will rub their hands together over our new range of cheeky gestures and attacks.
Beefing up Supporting Character Mechanics and Plot Lines
Speaking of supporting characters, the fist is not the only role getting a makeover.
Each of our main characters has two support characters to interact with during game play. Some supports comprise only one character, some more than one. Some are human and some aren’t.
As the game progresses, we nudge players to interact with their support characters at least two to three times a week. There are now three possible types of interaction:
- Small Talk
- Making Plans
- Snap Decisions
Each interaction requires the player to choose between maintaining relationships or prioritizing daily actions. Because real life is about striking a balance between work and everything else, right?
Small Talk – Ain’t Nobody Got Time for That!
The small talk interaction is just that:
Mom calls and asks how you’re doing. You blow her off because you need both hands and most of your toes to count the number of things you have to do.
Mom feels pushed aside. Next time she calls she says, “You’ve done so well for someone who didn’t finish college.” Since when did you become Tony Soprano? Does it matter or not?
Even the Best Laid Plans…
When you make plans with your support characters, it does affect your day-to-day. Do you have time to take Becky to the mall? Only if you skip that marketing meeting on Friday afternoon.
How is Becky going to feel if you don’t take her? She needs a new lip gloss and Heather is going to be there. She just might hate you forever if you say no.
On the other hand, getting her hopes up might be even worse. Can you keep your promises?
It’s up to you to manage your time and your relationships.
You. Me. Wine. Now. My Cat Gave Birth and You’re My Best Friend!
Finally, the third type of interactions are snap decisions. Sharon wants boxed wine RIGHT NOW. The twist? You can only meet with Sharon if you didn’t plan for anything else.
What happens if you don’t show up to toast her cat’s afterbirth? Guess you won’t be first in line next time she has Taylor Swift tickets for two.
Here’s a sneak peak at a couple of our support characters:
With the mechanics mapped out, our programmer will start programming and our writer will start writing. Our graphic will start graphicking? That’s not a word.
You get the picture.
The next several weeks should be smooth sailing as we pump out content. After that, it’s a matter of working out all the bugs and making things work. See you next week!