Sorry for the lull,
it's been a bit of a mixed-up month and this will be a similarly mixed up blog
post. Having reached the deadline for
demo, web site, and release preparations at the end January things have changed
pace and direction a little. I've rolled
an Alpha build to a few people, the web-site has gone live, and I've been out
job hunting too!
Goals
The end of January
was my deadline for a number of aspects of the project, and this has meant
February has been a bit of a flurry of activity releasing things and talking to
lots of people about the project (and work prospects).
Demo
As with most things,
you never get as much done as you'd like to.
No exception with Future City, but I am mostly happy with how it
looks. It demonstrates the core premises
of the project; large environments, varied content, wide-scale
parameterisation, high detail, smooth blending, and powerful modelling system.
I will continue to
develop the city as there are many things I'd like to do with it, but it is
also going to be the basis for the first Apparance game. It will be taking a back seat to other
development for now though.
I'm pleased with how the demo "Future City" has developed |
Web Site
The Apparance
website, bringing together information about all aspects of the project, is now
live at www.apparance.uk.
I'm pleased with how it's come out, and the procedural generation aspect is proving very powerful. A good test of this sort of thing is how easy you find maintenance on returning to it after a while away. I've extended the site a bit, added new templates and image features with ease. Updating content is just a question of editing the markdown documents and running the Apparance Processor. I'm enjoying working with it this way, and looking forward to adding new pages and features as needed.
The new Apparance web-site (procedurally generated too!) |
I'm pleased with how it's come out, and the procedural generation aspect is proving very powerful. A good test of this sort of thing is how easy you find maintenance on returning to it after a while away. I've extended the site a bit, added new templates and image features with ease. Updating content is just a question of editing the markdown documents and running the Apparance Processor. I'm enjoying working with it this way, and looking forward to adding new pages and features as needed.
Release
The 1st of February
saw the start of the Alpha release of the project. The first time anyone has got their hands on
Apparance for a couple of years. It's
really been too long coming, but I wanted to get to a particular point and
combine it with the website and the city demo.
It's not a huge
audience, and only some of my more technical friends, but I've been getting
some solid feedback. Plenty to go on and
lots to talk about. I've been working a
bit of it back into the editor, and site, ready for the closed beta due to
start in a few days. The beta is a
larger group, and taken from a wider circle of acquaintances (mostly via
Twitter). This group contains a higher
concentration of people who are specifically interested in procedural
generation, and should provide a deeper level of feedback. I can't wait to hear how you folks get on.
Apparance editor, currently in (closed) Alpha |
Project
So, where does this
find us now?
Status
The current set of
goals, largely based around proving the more unique aspects of the project, has
been proven (in my eyes at least). Now I
have people starting to experiment with, and explore the tools I have a source
of objective information to use to potentially steer and drive the
project. I'd like to see a variety of
outcomes from the project, but now is time to discuss these and investigate the
options.
Support
As an authoring
tool, and one with some pretty unusual concepts to learn, support for Apparance
users is going to be important at this stage.
This is especially true if I want to nurture a community and have people
join me in this adventure.
Documentation, tutorials, and two-way communication are all important
parts of this, and typically under provided so I need to be careful to keep
feeding this. I've been asked for a
variety of support, from examples, tutorials, videos, features, and improved
documentation.
Games
Apparance is a
realisation of my vision for building games, and as such needs to continue to
move towards an actual game. I need to
show that this is viable, and with the ambitious technical goals too. I have some exciting game ideas brewing at
the moment (several sleepless nights spent designing game-play and story). Unfortunately, the next step with regard to
games (entities, behaviours, and interaction) is quite a hefty piece of
work. This is going to need to be spread
out.
Product
I have also begun
thinking about the more practical aspects of the project, and other ways the
technology could be used. By creating
additional types of product out of the engine and tools it might provide a way
to broaden the potential audience (and hence market) and provide a model to
generate revenue that isn't game based.
Yes, I am actually considering how Apparance could be modularised so
that elements of the technology could be plugged or integrated into other
engines, including Unity and Unreal. I
know I haven't been supportive of this approach, but economic pressures do make
you think about your options, and there might be ways to do this without
compromising the vision of the project.
Again though, this isn't an insignificant amount of work, and requiring
a lot of research and ongoing development and then support.
Next
I've really enjoyed
the luxury of working full-time on Apparance for (nearly) the past year, but
financial pressures are starting to rear their head. I don't believe I am in a position to pitch
what I have technology-wise, and certainly not game-wise, to a third party for
funding. There is too much still to do
and I don't have the resources to continue full-time. As a result I am in the process of
negotiating a more traditional source of income so I can continue to support my
family properly.
Apparance is most
definitely up and running and I'm pleased with what I have achieved so
far. I will continue to support the
alpha/beta, blog about the project, work on updates, and start on some of the bigger features over the
coming months, but in my spare time (again).
Thank-you for
sailing with me through this exciting year of Apparance development. I look forward to seeing where the wind blows
us over the next year.
Sam