Neptune Gasoline: Makin’ the Engine

It’s always such a joy to see something created before your very eyes; I get an idea, I start to code it, and an hour later it kinda works in a broken fashion, but hey, it works!

Obviously those quirks will get ironed out during continued development. But it’s there, my idea, right on the screen, supported by some fantastic art by Sara Gross and sound effects supplied by my mouth. (I haven’t added in the sounds yet, but I can do a mean PUTT PUTT PUTT VRROOOOMM with my voice anyways.)

It’s always a challenge to figure how how to update yall on the progress of the game. I don’t want to mention specific gameplay elements that might get axed out later in development (the Oil Blue had a whole feed-the-crew sub element that was taken out weeks before release). But then again, that’s the fun in sharing early progress too: I’m learning what works, what doesn’t and what should work but doesn’t.

Neptune Gasoline is going to be a fast paced, arcade like game. It won’t be as overly complex as the Oil Blue, but it’ll have some deep strategy. It will also be extremely fast paced. I really want this to be the most hectic looking game I’ve ever made, and to do that I’ve had to change some of my own game style elements. I have to make sure the player gets a clear view of the action on screen at all times, that everything is defined legibly, that they can take one glance at the action and know exactly what to do.

So what will you be doing exactly? You’ll be shuffling cars around and getting them to gas pumps. You’ll need to be aware of their patience meter and the type of engine their car is running. While your NG grade gas pump is able to switch out different types of fuels (like Dark Matter and Nitrogen), it takes some time to do so. Better to create “fuel chain” combos and have all the same engine types in one line rather than have them all scattered. That is, unless someone is getting impatient that you need to move in front of the line…

Anyways, I have a tendency to make the simplest of things sound overly complex, so I cant wait to share some gameplay footage with you all soon. I have a date in mind that I’m telling the people I’m working with on the game, and I feel confident I can hit it. To do that, I’ll be pretty invested in the game and won’t be updating on the game quite as much until I get further along with it. Until then, follow me on Twitter for Screenshot Saturdays and more info on the game, and keep it tuned here for more info! Woo!

1 Comment

1 Comment

  1. Great to hear! Love the art in the first picture – Sara did a great job and I’m looking forward to hearing Jonathan Geer’s soundtrack too.