Well, it seems to have worked!
Last post, I said I was going to listen to the music to see where it wanted to go, for my coursework. I did, and the result is up on TurnShip’s site, here.
TurnShip, by the way, is part of Propellor and Ratchet Games, a studio founded by me and Pete with, so far, one other member and a website coming soon. However, for all that we’re small, we have 95% of a working demo of TurnShip! All it needs is menus, because to play it, you need to be able to connect to someone else over LAN or internet. This is brilliant because we can intercept it and get a reading of how many people are playing TurnShip at a time.
TurnShip itself is a game set in (ambiguously) either a post-apocalyptic future or an alternate past. Society is roughly concurrent with the 17-1800s, but there are some technological advances. It is a war game, and you are fighting off an invasion, with both sides using airships.
It started off as me and Pete having an ideas session (for we have something like six other games planned, one of which is also in production). Then Pete started making it and we’d have meetings dedicated to TurnShip. And now Pete has been overtaken with enthusiasm for the second game and has left m, pretty much, to make TurnShip as I see fit, and he’ll code it.
I’ll make sure it’s awesome.
Thought I’d tie up some loose ends from other posts:
Monitors and Things: I managed to solder the connector back in place but the monitor is stil bork. I’ve obviously broken it while fixing something else so I’m giving up on it and getting another broken backlight monitor from ebay.
Active and Passive: I started getting up earlier and letting ideas flow rather than trying to force them out; the creativity fairy seems to be enjoying itself more. Now it’s a matter of organising myself to do work every day.