Sector Plural Zed was Started One Year Ago!
Sector Plural Zed was originally created for the Procedural Death Jam game jam one year ago as of a last week. It took me a while, but I decided that I should look at how far SPZ has come over that year, and where it is going next. The game is progressing slowly because everyone involved in the project has other priorities such as school, but I am proud of all of the progress that has happened over that year.
The first version was created in one week by me working alone for the Procedural Death Jam. The game didn’t do that well, only a handful of people actually played it. But I got some really good feedback from friends and I decided that it is an idea worth continuing. I spent the next couple of weeks following the initial release working on an update, including level generation that allows for hallways to link up with each other, and a more intelligent AI. Both of these things are still the core of the current version of the project, although heavily modified.
It quickly became obvious that the art I had created quickly was not going to do, so we explored some options. We first tried a simple concrete aesthetic once again made by me, but quickly decided that our skills at the time were not going to create a nice look for the game.
We then purchased a modular sci-fi level set, and quickly got that plugged into the level generator. This art actually stayed into the unreleased SPZ 0.3, which was finished in July of 2014, but we decided not to release it since we did not feel it really showed what SPZ could be. This version also implemented the first version of the new controller and weapons for the game. Sadly I cannot find any screenshots of this build.
We were still using this art when I implemented the new room system, for the still-incomplete 0.4 version. This system is still being refined, but this is when the system was first implemented.
I spent some time practicing my 3D modelling skills, and then came out with this new hallway design (I actually did a whole post detailing the design of this hallway).
The level generator is now close to finished, with only a few room types and a lot of clutter items to create. This is a fairly old image of the map of a level. The new controller is actually close to done as well. Things are starting to come together. And to complete my updates of a year of progress, here is a screenshot I took today of the current state of the clutter system and some clutter art.
The original version is still available over on http://aevek.itch.io/sector-plural-zed by the way, for anyone interested in playing that.