Pyrite Adventure 3 Development Livethread
Sept 1, 2024 21:48:17 GMT -8
SuperJumpman12, imrealplays, and 3 more like this
Post by marbleycake on Sept 1, 2024 21:48:17 GMT -8
Big news today! We finished Cosmic Wall, Baconhair's final stage. It's not that the stage has taken forever to design, quite the contrary compared to some other ones, but it feels like it's been a long time coming for this one!
SuperJumpman12 started designing the stage a week or so ago, but got into a bit of a rut. Meanwhile, I was super close to wrapping up Final Rush, but there were just some last parts of the stage that I really wasn't in the mood to do.
We ended up trading stages! SJ12 is getting recharged working on Final Rush, meanwhile I was able to think creatively and design for something that wasn't a Speed stage for the first time in a bit.
I'm really happy with how Cosmic Wall came out, and I think there'll definitely be a few bits that keep you on your feet and give you a fright. As a final stage should!
With Cosmic Wall done, that's 4ish stages to go before every level in PA3 has been designed. We'll be making different layers of "checks" through the stages once they've all been designed.
This first check is to get as much designed as possible. Bare minimum: finalized stage models, decorations, a start, and an end.
The second check, or pass, through the stages will be to delete any unnecessary assets and decorate/model what we didn't during the first check.
The third check is to test and quality assure the level, as if we were giving you the game and asking you to play it. At this point, we should only be fixing things that we missed; this is the final pass where we pretend we cannot go back and do anything else to the stage past this check.
On a different note, the feedback and the excitement coming in from the latest PA3 teaser we posted has been really cool. On Twitter specifically, there's been A LOT of eyeballs on that video, and the amount of feedback and interaction has almost been overwhelming.
I truly mean it when I've said that I love our little hidey-hole corner of the internet. We're a real small knit group but it's fun because we all have similar interests and it's small enough where we can all chat once in a while.
The sheer volume of new folks seeing us for the first time through that video is really crazy. I hope they don't think PA3 is being made out of some cynical mindset where we're just in it for the popularity. I sometimes see people ask why bother recreating Sonic games instead of making something new, and while I do agree we've got a silly operation where we're doing that, I also worry about people noticing that and thinking we're just trying to slap a popular label on a subpar game we've made, and we're trying to rake in the fame.
I have a twisted fascination for what Sonic 06 wanted to be. I can see the vision, and I could see it when I was younger. That passion burns so strongly that it was the reason Sonic 06 was the game I based PA1 off of.
Then PA2 was due next, and I knew I wanted to model it off of SA1: it made sense chronologically, and SA1 was a much simpler game than SA2.
But along the way, with SuperJumpman12 on board, we started really developing the Pyrite universe and lore, and all these characters, and really started to set the foundation for making a universe that could be our own. The plot, story, and universe started off as a throwaway gag with "Baconhair" and "Doge Pyrites" and other low effort jokes, but as we started to take it seriously and make characters for the world, we really started to watch the Pyrite series change direction in that aspect.
There's so much lore guys. We have to put it all somewhere, I'm serious.
PA3 is special, because SA2 is special to both of us. It's a game we love front to back, for all its highs and all its lows.
PA1 was fueled by passion for S06, and none of the skill with the Roblox engine to actually truly express it. PA2 was a tribute to the fun of the Dreamcast era and the aspirations Sega had for Sonic. PA3 is a love-letter, with all the skill, to the Sonic game we love the most.
If we didn't love SA2 and it's vibes, we wouldn't be four years into development on this game. Not once have we ever considered cancelling or holding off on making PA3, because what it represents means so much to us.
Everyone has an idea of a game's vibes in their head. This is a rare opportunity for us where PA3 encapsulates what SA2 feels like in our minds. On one hand it leaves me feeling really vulnerable (because what if it stinks!?), but on another hand it's exciting because not a lot of people have the opportunity to make these vibes in their head into an actual, tangible, real thing that everyone can play. It's really exciting.
Sorry for the rambling. Hopefully some folks don't mind the peek behind the curtains and my brain dump of thoughts.
SuperJumpman12 started designing the stage a week or so ago, but got into a bit of a rut. Meanwhile, I was super close to wrapping up Final Rush, but there were just some last parts of the stage that I really wasn't in the mood to do.
We ended up trading stages! SJ12 is getting recharged working on Final Rush, meanwhile I was able to think creatively and design for something that wasn't a Speed stage for the first time in a bit.
I'm really happy with how Cosmic Wall came out, and I think there'll definitely be a few bits that keep you on your feet and give you a fright. As a final stage should!
With Cosmic Wall done, that's 4ish stages to go before every level in PA3 has been designed. We'll be making different layers of "checks" through the stages once they've all been designed.
This first check is to get as much designed as possible. Bare minimum: finalized stage models, decorations, a start, and an end.
The second check, or pass, through the stages will be to delete any unnecessary assets and decorate/model what we didn't during the first check.
The third check is to test and quality assure the level, as if we were giving you the game and asking you to play it. At this point, we should only be fixing things that we missed; this is the final pass where we pretend we cannot go back and do anything else to the stage past this check.
On a different note, the feedback and the excitement coming in from the latest PA3 teaser we posted has been really cool. On Twitter specifically, there's been A LOT of eyeballs on that video, and the amount of feedback and interaction has almost been overwhelming.
I truly mean it when I've said that I love our little hidey-hole corner of the internet. We're a real small knit group but it's fun because we all have similar interests and it's small enough where we can all chat once in a while.
The sheer volume of new folks seeing us for the first time through that video is really crazy. I hope they don't think PA3 is being made out of some cynical mindset where we're just in it for the popularity. I sometimes see people ask why bother recreating Sonic games instead of making something new, and while I do agree we've got a silly operation where we're doing that, I also worry about people noticing that and thinking we're just trying to slap a popular label on a subpar game we've made, and we're trying to rake in the fame.
I have a twisted fascination for what Sonic 06 wanted to be. I can see the vision, and I could see it when I was younger. That passion burns so strongly that it was the reason Sonic 06 was the game I based PA1 off of.
Then PA2 was due next, and I knew I wanted to model it off of SA1: it made sense chronologically, and SA1 was a much simpler game than SA2.
But along the way, with SuperJumpman12 on board, we started really developing the Pyrite universe and lore, and all these characters, and really started to set the foundation for making a universe that could be our own. The plot, story, and universe started off as a throwaway gag with "Baconhair" and "Doge Pyrites" and other low effort jokes, but as we started to take it seriously and make characters for the world, we really started to watch the Pyrite series change direction in that aspect.
There's so much lore guys. We have to put it all somewhere, I'm serious.
PA3 is special, because SA2 is special to both of us. It's a game we love front to back, for all its highs and all its lows.
PA1 was fueled by passion for S06, and none of the skill with the Roblox engine to actually truly express it. PA2 was a tribute to the fun of the Dreamcast era and the aspirations Sega had for Sonic. PA3 is a love-letter, with all the skill, to the Sonic game we love the most.
If we didn't love SA2 and it's vibes, we wouldn't be four years into development on this game. Not once have we ever considered cancelling or holding off on making PA3, because what it represents means so much to us.
Everyone has an idea of a game's vibes in their head. This is a rare opportunity for us where PA3 encapsulates what SA2 feels like in our minds. On one hand it leaves me feeling really vulnerable (because what if it stinks!?), but on another hand it's exciting because not a lot of people have the opportunity to make these vibes in their head into an actual, tangible, real thing that everyone can play. It's really exciting.
Sorry for the rambling. Hopefully some folks don't mind the peek behind the curtains and my brain dump of thoughts.
LONG STORY SHORT: Cosmic Wall done, thanks for checking out the new teaser, and off we go continuing to work on PA3.