Monday, February 3, 2014

Psi logo design

Here's the design for the Psi logo. Progress on the game is coming along nicely. I am going to start a kickstarter campaign once I have some alpha gameplay footage and, soon after, submit the game to Steam Greenlight! I will be posting some screenshots and videos of gameplay before long. Thanks for checking in!


Friday, January 3, 2014

Psi is being designed using sustainable energy

Psi has the distinction of being one of the first games designed almost entirely using sustainable energy in the form of solar power. Does this matter? Well, it just means that no mountains were blown up in the making of this game. No nuclear meltdowns happened either. I consider this a good thing! I happen to be designing a game right now but one of my biggest callings in life is to try to help people wake up to our absolute interconnectedness with the environment on every level. This isn't a whimsical belief or wishful thinking but hard fact. Think about where your air comes from, where your water comes from and where your food comes from for a moment for it to be immediately clear. We are completely dependent on the Earth. Any actions we undertake that harm it harm us as well. Just the facts.

Monday, December 23, 2013

The goal of Living Art Games

As an indie game developer, my main goal is producing fun games but my secondary goal is to make  the most beautiful and detailed games I can. As the name says, I want them to look like living art. In the case of "Psi," I'm going for a comic book feel for the look and layout of it.

Right now, I'm working on game mechanics, what's "under the hood," so to speak. I'm using the 2D game making engine, Construct 2 and the animation program Spriter. I feel that these two are an excellent combination. During my development process, Mike from Brashmonkey, the developer of Spriter, has been very helpful to me personally. It's great to be using a software and be able to get assistance from the designers! Construct 2 also has a great, supportive community and any question asked on their forums will usually be answered quickly and skillfully. I feel like, luckily, I found the exact right design software for me.

Thanks for reading! Morgan.

Thursday, December 12, 2013

The first in-game music for "Psi."

This is a song called, "The Lab." It's the music playing at the beginning of the game. Obviously, in the first movement, I was going for a dark, heavy feel. What else would one expect from a game about a woman with psionic powers against a horde of zombies and killer machines?

https://soundcloud.com/ministermojo/the-lab

Sunday, December 1, 2013

My first introduction to the cyberpunk genre

Wikipedia defines cyberpunk as, "a postmodern science fiction genre noted for its focus on 'high tech and low life.' It features advanced science, such as information technology and cybernetics, coupled with a degree of breakdown or radical change in the social order." My first exposure was through the comic book series, Akira. Akira is the tale of a young man, Tetsuo, living in a futuristic "Neo-Tokyo," who falls in with an experimental, secret branch of the government dedicated to producing children with psychic abilities. Tetsuo is a street punk and doesn't work well in the confines of the institution that is trying to help him develop his abilities. The power quickly drives him mad, causing him to wreak havoc in the city and release another child with God-like psionic abilities--Akira.

"Psi" is an extension of my abiding love for the genre. I have also been into the zombie genre since LONG before it was popular. I even wrote a book on the subject, "The Unliving: A Personal Tale of Zombie Apocalypse." "Psi" is a melding of these two favored forms of fiction, in game form. I hope you will enjoy playing it as much as I am enjoying making it!

First conceptual sketch of Psi

This was the 2nd sketch I made of Psi, several months ago. The first sketch was, ahem, not fit for public consumption. When I saw the finished product, I was excited. I liked the comic art feel to it and am going for that in the rest of the game as well. At the time, a friend who was a professional game designer was helping me and we were going to design a couple of other characters but neither one, at least for me, held the appeal of Psi.




Logo

Logo