I was laid low this week by a nasty head cold, but managed to get some assets textured and into unity. This screenshot shows the diffuse textures; there’s still a specular and other detail maps to come. Had a working meetup with Mr. Vinson, who’s gotten our mercurial repo up and running. It’s a nice change to make progress, even if I feel like dog vomit.
Mmm… Tasty textures on new geometry, life is good
Alchementrix’s design history has a long and strange time between other projects and paying gigs. Recently, a dev who I’ve jammed with in the past stepped forward to offer his talents on rebuilding some tools in Alchementrix. Jake Vinson is probably best known for The Daily WTF; he’s an inspiring guy to work with – and has tackled some of the idiosyncrasies of Alchementrix quickly. We’re looking forward to a new playable with a much more solid feature set (freezing liquids, drop piece flick) soon, as I refine the front end to fit Jake’s underpinnings.
With all that said, now is a great time to start gathering supporters for the inevitable playtesting we’ll open this summer – if you enjoy puzzle games and have some time to provide feedback, please drop us a line so we can add you to the alpha testing list.