Up and Coming, 2017: New Games, New Stories!

It’s a little past the 14th anniversary of my hardcore OpenGL/C++ days, and Gravity Grid has been well received in the Google Play store. The best part about Gravity Grid was what it taught me: a good game should have a beginning (where the player is learning the mechanics and rules of the game world), a well built middle (where the player spends most of her time), and, perhaps most importantly, a foreseeable end. I would argue that the absence of any of these three elements (especially the last one)  tends to be one of the latent reasons most indies never finish their projects. (More on that later)

Gravity Grid is my first mobile game. It had been under development on and off for about a year, and has undergone significant changes from what it was originally supposed to be. Admittedly, the development cycle for Gravity Grid was wonky from the start; I had been slowly stepping away from a PhD program, pushing updates and errata to my 5-time Amazon Bestselling book Data Science in Higher Education, completing and publishing my first fiction book Burrow, all while continuing to add features and improvements to the game all year. Since it’s completion, and with a winter break fueling my artistic motivations, I have been tossing around a few ideas from my idea book and have honed in on one specifically:

Waystation Echo

Pitch. You’re a new space engineer who is stuck on an abandoned waystation between Earth and Mars. The waystation was originally intended to be a launch point for Mars missions, hyperaccelerating a ship toward Mars using a special electromagnetic hyperdisk. You’ll have to reactivate the waystation to get out of there, but in doing so you will uncover the secrets behind why the station was abandoned in the first place.

Waystation Echo is a first-person thriller puzzle game, heavily influenced by the feel of the Alien franchise and the components of Fringe (the TV series). This will be a large project for me, combining a lot of talents: sound and lighting composition, modeling, and of course, storytelling. I can’t wait to start getting the devlog up and running for this one, as it will be a long process for sure. Additionally, this will be the first indie project of mine with an established art and marketing budget, with plans to onboard professionals to work as non-turkeys on the Space Turkey Game team.

More updates, more info, and of course, a new devlog will be forthcoming. Stay tuned!




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