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Pre Alpha v003 A Valley Without Wind Footage

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Published on Feb 10, 2011

The reaction to last week's video and screens was mostly positive, particularly when folks saw shots reflecting the actual in-game resolution, but there were common concerns about the buildings, the character's running animation, the white borders around some graphics, etc. Well, all those have changed drastically this week.

With a moderate number of new buildings now in place, the first magic spells, and the first enemy (a robot -- this is a sci-fi and fantasy mix), hopefully it's now a lot clearer where we're headed in the art and immersion department.

This week is also notable, because for the first time this is actually a literal game. Most people expect gameplay to come first -- and that's the way both Keith and I have always done it -- but with this particular title the worldbuilding aspect was put first in terms of implementation (after gameplay had been thoroughly designed). That meant that after two weeks, we had a "running around in the woods" simulator, and not really a game. Now it's a game about shooting fireballs and not getting killed by robots -- everything else gets built up from here. And by the way, the respawns that you see of the character in this video are temporary. Perma-death is still very much coming, so never fear!

We're still just getting started of course, but we're also really proud of how fast we've been able to get the game to even this stage -- three weeks of dev time! By the time we hit publish alpha in another month to month and a half, this is going to be quite a cool game. And it's still only going to grow from there!

Oh -- and I just have to say, this music track by Pablo is one of his best. This is shaping up to be his best soundtrack all around by far.

Stay tuned! We'll have more screenshots and/or videos on a weekly basis as we get closer and closer to our alpha release!

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