The Indie Game Magazine December 2014 | Issue 44 | Page 9
GAME WATCH
W
DESIRE
by Vinny Parisi
elcome back to Game Watch. Picking up right where
we left up, we’re continuing to track Mooneye Studios
as they develop their work-in-progress, currently under
the codename “Desire.” In case you need a refresher, the game is
an exploration adventure game in which players assume the role
of a wolf who possesses the strange ability to switch into other
animals’ bodies and control them. Taking place over the ruins
of a Mayan or Inca-like civilization, the Wolf begins a journey to
“wake” the various temples he/she comes across, slowly causing
the ruined cities to rise once more.
Last month, I mentioned that the team’s goals before the next progress update included completing the modeling for the wolf, building
a small demo to showcase the game’s basic movement controls,
and developing a framework for the game logic. So, how did the
team do? Programmer Tobias Graff told me that “we modeled and
skinned the wolf and created new concepts for the temples and
artifacts.” In addition to that, the team “developed the mechanic
for waking a temple: As you can see in the attached images [the
concept art which features the wolf standing on the rising temple],
the structures have iron ornaments embedded in them that will
start to glow and burn the foliage around the temple.”
As far as progress on constructing the demo, the team actually decided to switch objectives. Instead of building a demo that serves
as a complete Alpha version, Mooneye is opting to focus on a wellpolished vertical slice they can show off to the public. They’re hoping
to complete work on this by the end of January. I asked Graff about
the change in direction, and he told me that, “we participated in
the Making Games Talents event – a job convention for the gaming
industry in Germany – and talked to a few bigger studios… about
how to best present the game to the public and advice for releasing the game in general. And they told us to focus on an awesome
vertical slice that will wow everyone.” He concluded that, “this way
we’ll have some really cool screenshots and gameplay videos that
show the (nearly) final quality and that will amaze people.”
The final goal for the month was developing a framework for the
game logic. Unfortunately, the team didn’t quite make all of the
progress they were hoping for in this department. Graff explained
that “we didn’t get as far as we planned due to another contract
work that we did, but are on a good track for developing our Game
Framework (an Entity Component System) that we plan to use on
multiple projects in the future and is independent of the underlying
engine (Unreal in this case).” Optimistically, he told me that, “the
first demo level may be finished by next month.”
Looking ahead at the next month, two clear goals stick out to the
team: Developing a vertical slice to showcase the game in a way that
accurately reflects their vision for the final product, and completing
the game logic framework that will become a major part of both
Desire, and subsequent Mooneye Studios projects. These will be
the two key focal points discussed in the next development update.
That’s all I’ve got for this installment of Game Watch. Be sure to
check back next issue to see how Desire is progressing. If you’re
curious about any particular aspect of development, be sure to
send an email to [email protected] with the Subject
Line: “Game Watch”, and then tune in to next month’s issue to
see if your questions are answered. As always, thanks to Mooneye
Studios for letting me get an early look behind the scenes of their
development process.
Developer: Mooneye Studios
Website: http://mooneyestudios.com/en/
Twitter: @MoonEyeStudios
Meet the Makers of
DESIRE
Last month we introduced the core
team members of Mooneye Studios.
This month, the team is joined by a
new external contributor:
Florens Huhn, 25, is writing the background story for
the game. He studies German language and literature
in Hamburg, and worked in the film industry for 5 years.
Currently, he’s working on a symbolic language that the
old civilization used in their temples that can tell keen
observers some details about the story.