Progress with Overdrive

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PSA: Black Friday Sales have started on MMF!

Time goes by, deadlines pass, and everything seems to be frozen in their progress. That's definitely not the case, but I figured a few posts would be really needed to keep everyone up to date on that.

Overdrive 0.8, or "The Actual Book"

The gap between 0.7 and 0.8 of Overdrive is massive. Not just in terms of time frame (it's been already 4 months? really?), but also in terms of content, organization, and everything inbetween.

What was a sold draft for a game is now the first version of the final book, complete with all the chapters and sections that will eventually become the complete product. This, however, means that there are a LOT more gaps than there were before: parts that need extra content, grey areas that have been finally highlighted and need fixing... enough stuff that made me keep this version private, to avoid wasting my testers' precious time.

Testing with a friend - new hands appearing in my shots!

It's... a lot to talk about, and for now I just wanted to give a general overview of what is happening.

Consoles and Graphics

The graphic aspect of the game is critical to nail the right kind of setting, to complement the ship designs and to convey the gameplay choices properly. I've been working with Sime Peracchi (DAGA) on that, and with the help of Cedric (Bishok), Brennan (NullVector), Artur (Indietabletop), and many others, trying to get nail the decoration and graphic language.

It's a very difficult task, because the setting has existed for half a decade at this point, and there are expectations in many directions. Not just that: the game should help sell the models, and while it's not the core principle in the design itself, it should be reflected in the visual choices of it. Again, easier said than done.

The Consoles, in particular, are getting some attention.

Phisical components should be never mandatory, but they do add to the experience.

Having modular systems means that the consoles too should be able to accomodate modular slots, and... that's been another challenge to work on.

Watch this video on Patreon

It's always a trade-off: the game should be accessible by someone with barely a black and white printer (the 2d kind!), but there should be design choices that open up options for deluxe components for whoever wants to try that.

Art

The illustration style have been the main dilemma for me at this point - and there are several other posts about that on this blog. I'm still in the verge on whether to go with a Moebius-like take, or lean instead on a more realistic and painterly style. Huge upsides and downsides for both, and not much to say about that here.

Gameplay

One thing that seems to work pretty well at this point (and it's a big one!) is the gameplay. There's ton of content to add, but it's content on top of a working game engine, which is... very reassuring.

Thanks to Pawl for the test!

With the help of many designers (the latest testing the game being Pawl, author of Omen Tide and AoDG) the flow of the rounds is getting tighter, and each game brings enough storytelling to the table.

Of course, a very crucial aspect of the game experience will be the campaign, that not only will help with the immersion, but will also add extra elements during the battles. For now, and for the tests, I'm adding pre-set side missions and lists, but that part will be entirely based on player choices.

It's all very vague for now, and I realize that half of the reason for this post is to share a few nice photos. Still... worth staying tuned.

Also - bonus pic:

Jack

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