Devlog

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Developing Our First Puzzle

By Rocket Adrift | April 6, 2022

Hey, everyone! It’s been a minute since we updated this, since we’ve been hard at work developing a demo for May. In particular, we have been focusing on getting the puzzles and progression together, including the main puzzle mechanic, a séance memory fragment puzzle. We thought it would be insightful to share a bit about…

Finding the Game Loop

By Rocket Adrift | February 23, 2022

Hey, everyone! The team over here at Rocket Adrift has been hard at work developing some of the foundational elements of Psychroma over the last couple weeks. One of the elements we wanted to talk about in this post is the game loop. Part of what helps people understand how a game will play before…

Pitching Psychroma

By Rocket Adrift | February 17, 2022

Hey, everyone! We have been focusing on putting together pitch decks and sending them out to publishers and investors over the last couple of months. So we thought it would be useful to share what we’ve learned over the process! Here are some steps we took as well as some tips we learned while pitching…

Seeking Funding for Psychroma

By Rocket Adrift | February 2, 2022

Hey, everyone! For the past month or so, we have been diving into getting funding for Psychroma and looking into different sources and the expectations of each type. We thought we would share some of our findings with you on this week’s devlog. Here in Canada there are primarily three different sectors for funding –…

Sprite Animation

By Rocket Adrift | January 27, 2022

Hey, everyone! This week we thought we’d share a bit about our pipeline for character sprites, from initial design to animation. There will be a lot of animated elements to do for Psychroma, including but not limited to visual effects, background elements, special cutscenes, default/special character sprites & possibly even character portraits. Pixel art animation…

Production Planning

By Rocket Adrift | January 13, 2022

Happy new year, everyone! We’ve started off 2022 with some housekeeping, organization, planning for pitching and formulating our pipeline and deadlines for the first quarter. We’ve managed to plot out a rough overview of a production schedule with tentative deadlines. For the next few months we will be focusing on building the Steam page, pitching…

2021 Retrospective

By Rocket Adrift | December 15, 2021

Hey, everyone! We did it. We survived 2021! This devlog will be the last of the year and in it, we’ll talk a bit about what we’re working on as we approach our holiday break and we’ll also look back on the year. Last call As the new year approaches, we’ll be working on finishing…

Our Writing Process

By Rocket Adrift | December 9, 2021

Hey, everyone! This week we wanted to share a bit about our writing process. Inspiration As we’ve said before, we like to work from writing first. But usually we have to start somewhere, and that usually happens in the inspiration stage. When we decide what we want to work on next, we start brainstorming the…

Devlog Update 12/1/21

By Lindsay Rollins | December 1, 2021

Hey, everyone! Here’s a brief update of what we’ve been working on over the last couple weeks. Assets Sprites We’ve started first pass designs, walk cycles and idle animations for each character sprite that will be appearing in the prototype. This includes the player character, four NPCs and a nebulous antagonist character. Tile Sets We…

Devlog 25/11/21

By Lindsay Rollins | November 25, 2021

Challenges we are facing with this project Hey, everyone!  We thought that sharing some challenges we will be/are facing with this project would be useful and interesting, especially for those looking to start their own game project. These challenges are pretty specific to our needs and wants as Rocket Adrift, but some people may find…