When I finished SPACE COLORS, I was pretty much immediately all ready to make its sequel. While a lot of my influences for the game were games like Armada and Subspace, the game I actually ended up creating in SPACE COLORS was far more minimalistic in every sense. It was a different game from those that were my influences, and that was very intentional. I wanted to establish a tone, style, feel, inner loop, and touch interface that I was happy with and, with SPACE COLORS, I (more-or-less) did all of that.
I wanted to be able to step away from the game for a while, so in the interim I worked on work projects (like the recently-released Loot Raiders and other secret projects) and a separate side-project (Gravity Blot). But as I thought about doing a third shmup game, which I definitely wanted to do, I tried out a bunch of prototypes and couldn’t find anything that I was happy with. And then the idea of SPACE COLORS 2 came to mind, and from there on out it was just figuring what that game could be.
I decided I didn’t want to just make a sequel to the game. That didn’t seem necessary at all. If I wanted to add more to SPACE COLORS, then I could just release a new version on the App Store to the surprising number of people who bought the game and have that new content out there immediately.
But, as it tends to do, my mind went back to Armada and Subspace and I decided that I should pursue actually making a game that could be a worthy follow-up to those games. To my knowledge, no one else out there is making something like that — which is sad on its own accord — so, hey, why not me?
So, SPACE COLORS 2 will be an open-world action/RPG. It won’t have any of the rogue-like design that SPACE COLORS was built around, nor will it have the absolute gameplay minimalism. It’s going to be a big world divided into multiple different sectors, with each sector having its own unique look, feel, and enemy set. These sectors will also be fixed. The north-east sector closest to the player’s starting base will always be, say, the Imperial faction’s sector. That’s not to say that the universe is going to be pre-designed and static whatsoever — the game still is going to revolve around a randomly-generated universe, but the universe is just going to be divided into these consistent sectors. And, of course, the further you get from the origin (the player’s base), the more difficult, more numerous, and more complex the enemies will become. And if you die, you don’t start from scratch, you’re just returned to your home base — though, likely at some kind of a loss or maybe a Dark Souls-esque reason to go back and retrieve your cargo. But this is me just rambling about could-bes and what-ifs at this point.
One thing I want to put an emphasis on is procedural loot generation and being able to customize your ship. I don’t know how far I’ll be able to take the actual visual customization, but I do plan on complete functional customization. Which is what I’m primarily working on this weekend (the feature screen is the first time the game is working with the new game code/backend).
There will also be a ship-doll:
This is, obviously, a super early and work-in-progress paper doll, but it is functional, which is my goal throughout development: to keep the game constantly functional and playable. I did that with SPACE COLORS and while it led me to frequently get distracted with new things to fix, I think it led to a better game.
Now, unlike SPACE COLORS, I do plan on this game being free-to-play. I’m going to make it the best free-to-play game I possibly can but, primarily, I just want to make sure that this kind of game is open to as vast and wide an audience as it possibly can be, because I want this kind of game to catch on. I would love shameless clones of an action/shmup/rpg/open-world game cluttering the app store (after SC2 comes out, of course). That is like a dream world to me.
I’m also planning on a small-scale multiplayer arena mode.
All of this is to say that it’s my biggest side-project that I’ve undertaken in a long time. I think it will be pretty great, though. And there’s also a 99% chance that the game will be called SUPERCHROMA (name suggestion courtesy of my friend Josh Sutphin).
So, with that, the first screen of SUPERCHROMA: