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Lacuna Passage - Devlog #45 - See you at PAX East!

Random Seed Games is proud to announce that we will be featured in the Indie MEGABOOTH for PAX East! That's the good news. The kinda scary news is that we are still crunching on a brand new demo when the show starts in less than 5 days...

Lacuna Passage still has a ways to go before release, but we thought it was important to stay visible and get early feedback from players in a public forum like PAX East and we are honored to have been accepted into the MEGABOOTH. The new demo we will be showing is not like our old Prologue demo. This is entirely new content that will eventually constitute the introduction sequence of the final game. It is roughly 15 minutes of gameplay that gets you acclimated to the world, game controls, and narrative hooks.

We will try to post some video of the new demo soon, but here are some of things that we have been working on related to this demo:

Open Terrain

Obviously this is something that we have been touting for a long time. The open exploration of Lacuna Passage with accurate Mars terrain has been one of our biggest selling points, but until now we haven't really shown it in a playable form. The original Prologue demo was only a fraction of what we had planned for the total terrain and now with our PAX demo we will be showing off something much more representative of the final game. The total explorable area now is still only about 1/4th of what the full game will be, but this is mostly for narrative reasons in the early game.

Dynamic Music

The old Prologue demo only had small bits of intro and outro music. This time around we are actually scoring the narrative beats during gameplay and it feels great. A lot of credit goes to our amazing composer, Clark Aboud. You can expect to hear more soundtrack previews in the near future. For all of our game music we are now utilizing our Song Seed music plugin for Unity which we will hopefully be putting up on the Unity Asset Store soon after we return from Boston.

Interior Environments

We have been posting screenshot updates of the Foundation Base Habitat for quite some time now and at PAX we will be sharing these playable interior areas for the first time. Our lead artist Spencer Owen has been working insane hours to get everything ready for the show. The most exciting aspect of the Hab though will be the official introduction of IRA, Jessica's AI companion.

Misc Improvements

There are countless other minor improvements that we have made in the last month or so. We have added a new wind system that dynamically affects all blowing dust and our weather monitoring station instruments. We have a new night sky map that has more accurate star placement and an impressive visible milkyway.  There's really too much stuff to go over in one blog post.

If you want to check out the new demo you will have to come visit us in booth 6181 in the Indie MEGABOOTH next weekend!

Lacuna Passage - Devlog #43 - New Terrain Data and Story Flowchart System

Last month we mentioned that we would be switching primarily to TIMEframe development for about a month. Well, soon after we announced that we got some news that required us to switch priorities once again. We are now focused on Lacuna Passage in preparation for an important deadline that we can't talk about just yet. As soon as that deadline is met we will jump straight back to TIMEframe so that we can have that finished and up on Steam, hopefully by the end of March. This is a Lacuna Passage devlog however, so let's get to the stuff you are here to see!

Gathering More Mars Terrain Data

It should be no surprise to you by now that the Martian landscape is a huge focus for us. We have established a base level of detail for the full-scale terrain of the game, but now we are slowly starting to fill in more fine details using patchwork combinations of additional Mars data renders. We recently received a new batch of renders that you can see below.

We actually use a different image format than the above example renders for our heightmaps, but this method helps you to see the details of the terrain better from a top-down perspective.

Story Flowcharts

A big change for us this month is the addition of a new story flowchart system. This might look complicated, but it's actually a huge improvement over our previous method.

A while ago we discussed how we transitioned away from using the Playmaker visual scripting system in favor of using C#. Well, a few areas of development have actually suffered because of that transition. Using a state machine is hugely beneficial for something as complex as a branching storyline, so we have begun using Playmaker again for defining story progress and save points. This visual reference for player progress is much easier for us to manage than a complex series of C# scripts. Of course, most of the execution of story events is happening via code, but state machines are now the driver behind that code. Hopefully this will reduce the amount of time it takes us to add new story content to the game.

New Song Seed Demo Video

We finally have a good video demonstration of how Song Seed will work in both Lacuna Passage and TIMEframe. There's not much to say here that I don't discuss in better detail in the video, so if you are interested in how our dynamic music will work mechanically you can just check out the video above.

If you have any questions this month let us know in the comments!