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Pathway - Design Diaries

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jun 28, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]As development on Pathway continues Robotality documents progress with design diaries.

    [​IMG]

    Pathway Devlog #1

    24 May - bachStarting today, we want to begin sharing a bit more about the development process of Pathway and what's happening behind the scenes at Robotality.

    To get the big question out of the way: We're not quite ready yet to announce when the game is being released, but we're getting very very close to being able to do so. We're still on course to release the game in 2018. We've made amazing progress and are really happy with how the game is taking shape!

    In today's devlog we're going to give a quick recap of what's been happening since the announcement of the game.

    In case you hadn't seen this, we had the opportunity to chat to PC Gamer about Pathway and shared quite a bit of thoughts around our game design decisions and inspirations behind Pathway: PC Gamer interview

    In April we were demoing Pathway for the first time publicly at EGX Rezzed in London. Showing a game in public is always a nerve wrecking experience but thankfully the game was received really well and we've written down pages of notes of feedback. Being holed up in our dev caves it can be super easy to develop a tunnel vision of the game. Getting lots of other people to play the game for the first time is really refreshing and helpful. Thank you to everyone who came and played the game!

    Speaking of events, we are showing the game at Overflow #003 on May 30th. Overflow is a local chiptune event in Vancouver, Canada. We're showing the game alongside a few other indie games and of course there's lots of chip inspired music. So if you live near Vancouver this is a great opportunity to play Pathway pre-relase! (You can get tickets here: Overflow #003 Tickets[www.eventbrite.ca]).

    And to finish up today's devlog, here's a first look at a new environment we've been working on "The Mines":

    Until next time![...]
    [​IMG]

    Pathway Devlog #2 - Soundtrack Preview

    14 June - bach

    Come gather around! We have a nice little treat for your ears in this Devlog! We (virtually) sat down with Pathway's brilliant music composer and sound designer Gavin Harrison and asked him a bunch questions about his approach to composing. We're also really excited to share some tracks from the game for the first time!

    So ... put on your headphones, click play on this video, grab a coffee and read on:


    How did you end up making music for Games?

    The starting point for my interest in composing for games reaches right back to the start of the 90's. I'd been gaming on a ZX Spectrum for as long as I could remember but it was around this point I was introduced to the world of the demo scene. I loved that all these incredibly talented programmers were creating software purely for fun to see just how far they could push the ZX. Of course alongside this were the musicians providing music that was both technically brilliant from the perspective of squeezing the most from the AY chip (or sometimes the 48k beeper) as well brilliant to actually listen to! One month on the Your Sinclair cover tape was a copy of Soundtracker and I guess I never looked back from there. Not only did I start writing for various demo groups but I also ended up building my own MIDI lead and connecting my Spectrum 128K to my first 'proper' synth, a Roland D10.

    Thankfully these beginnings stood me in good stead when it came to composing for games later in life. I'd always maintained an interest in music and continued to compose into my early 20's. After taking a break for a few years (though never quite stopping completely!) I came into contact with the Dutch indie developer OrangePixel. At the time he was in the process of developing 'Inc' so I put myself forward to compose the music, with the idea of using Soundtracker on the original ZX Spectrum to create it all.

    I've been extremely fortunate from this point on to have continued making contacts and finding fantastic projects to work on!

    [...]
     
    Last edited by a moderator: Jun 29, 2018
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