Nicely packaged goods come up, leftovers and trash go down. We’re at the top of the food chain. That’s nature.
Ten— nine— eight— seven— six— five— four— three— two— one— lift-off!
The early sky-habitat launches were celebrated like space excursions of the past. But 200,000 plus tons of metal, concrete and fuel were prone to technical failure and many of the structures came crashing back to earth with the force of slow, stupid asteroids, grinding cities, trees and flesh to dust.
But there was no alternative. We didn’t give up. We got better. The next buildings were lighter and technologically smarter. We locked them to tremendous, magnetic pillars, where they circled around, moving up and down like elevators. The Cloud Cities became the marvel of human aspiration.
Space, though, was limited. Quickly the quarters, suites, storage and hubs were occupied by the wealthy and powerful. As the floating cities rose higher and higher, those who could not keep up were left behind on the ground, where they dwelt in the abandoned remains, scavenging the Fallen Cities.
Views from the Monolith 010
Within the next twelve months, we want you to be able to play Resolutiion. This is not a promise, but we will do everything in our power to either ship the game or reach a solid early access build by the end of the year.
To understand where we are heading, we needed to define a goal. Various experiments during January helped us to shape Resolutiion’s final look and feel. This included plenty of parallax scrolling fore- and backgrounds, animated particles, weather and other subtle effects, all contributing to the ambience of the experience.
The next building blocks needing refinement were the player’s status indicator, and how to communicate interaction with NPCs. Did that attack connect, or was it blocked? Can I press this button? Is this friend or foe? All these little details need to work within a consistent design language, and we hadn’t worked on that for almost three years, leaving us with a messy cocktail of elements that worked individually, but not always playing as part of the team.
Between those rather boring and very technical tasks, an old idea re-emerged: do we want to include a smith in the game? A character that enables players to upgrade weapons in return for money or other resources? After some heated debate, we agreed.
“Rolav, the Craftsman” was born — easily one of the strangest personalities Resolutiion has to offer. Feed this abomination pain and suffering and he’ll offer devastating destructive power in return.
We talked and fantasied about a Star Wars tribute, called “Red Wars”. I didn’t even like Star Wars all that much.
Late in December, we reached alpha-status on Resolutiion. After three crazy years, we sat down with the first bunch of friends to playtest our game in its glorious broken entirety — an intimidating yet wonderful experience.
There’s still plenty of challenging months ahead and certainly, we’ll love every step along the way. We hope you will too.