rover

Lacuna Passage - Devlog #23 - Steam Dev Days and The Months Ahead

Hi there! My name is Tyler Owen and I'm the lead developer for Lacuna Passage. I normally write these posts anyway, but I wanted to make this one a little more personal while discussing some of our plans for the coming weeks and months ahead of us.

Steam Dev Days

This Wednesday and Thursday I will be attending the first Steam Dev Days event in Seattle with my father Jeff Owen (who has been kindly assisting with many of the financial and business-related elements of Random Seed Games). The conference is an invite-only event for approved Steam partners, which, thanks to the support of our followers on Steam Greenlight, we are.

Our goals in attending the event are threefold. 1) To learn more about the specifics of Steam publishing and SDK integration, 2) To explore the future possibilities related to VR and Steam Machines, and 3) To meet up with other indie developers.

This will be our first real conference visit since starting development of Lacuna Passage. Unfortunately we will not have a proper demo along with us, but it seems that will not be the focus of the conference anyways. The announced sessions and the fact that this is invite only for developers indicate that this conference will not be about promoting or demoing games. It will be about learning the Steam infrastructure directly from Valve and networking with other developers to learn from their experiences. That's what we intend to do. Our acceptance onto Steam through the Greenlight process might arguably be more important to the future of our company than even the funding support we received via Kickstarter so we don't want to waste this opportunity.

If any other developers are interested in talking shop while at the conference, please get in touch with us via email or twitter and we can figure out a time to meet up.

The Months Ahead

It is becoming apparent that we may not be able to provide as many behind-the-scenes details over the coming months as we have since the Kickstarter. This is due to many factors, but most importantly, we don't want to spoil things for our players. Since so much of Lacuna Passage revolves around the story we want to tell, we need to be careful that those story details are not revealed too early. We want many of our art assets and locations in the game to be a genuine surprise. What that means is that as we continue development there may be periods of time where we are unable to share what we are working on. A lack of updates will NOT mean a lack of progress. We will try to continue discussing our work as best as we can, but our visual updates may be fewer and farther between. We hope you all understand.

drill_rover_hp.jpg

With that being said, we do have just a small visual preview of a large asset from our lead artist Cameron. Above is the nearly finished high poly render of the mobile drilling rig.

Lacuna Passage - Devlog #21 - Soundtrack Preview #4

Every once and a while we like to share a bit of the soundtrack as it builds and evolves over time. If you watched our video devlog from last week you might recognize the piece from the loops we used to demonstrate the dynamic soundtrack features of the game. They were originally meant just as test loops while we worked on the system side, but I liked them so much that they may find their way into the finished game. Here they are in their entirety. 

Once again, the music credit goes to the talented Clark Aboud. Here's a playlist of all the tracks we've shared so far.

Lacuna Passage - Devlog #14 - Random New Stuff

In this week's devlog we cover a bunch of new stuff we've been working on including audio, dust storms, map navigation, and a nearly completed rover model.

In this week's video devlog we cover a bunch of new stuff we've been working on including audio, dust storms, map navigation, and a nearly completed rover model.