Agency of Fear is Futuresoft's biggest project since it was founded in 2020. Unreal Engine was a new engine for us and we learned it throughout the development of Agency of Fear, and we are working on many other Unreal Engine 4/5 projects, but as usual, we're not sure all of them will release, some are concrete ideas and others are simple prototypes.
Normally, during a game's development, each thing you add takes time and it isn't easy, but we would like to say a couple of things.
The easiest thing to develop in Agency of Fear was the map, but it took 80% of the whole game's development. Good maps, bad maps, removed parts, added parts, concepts, ideas, etc. It took the most time as for maybe every videogame ever with multiple maps. So in conclusion, the maps weren't hard to make, but it took very long, considering we didn't want a short game.
The hardest thing to develop in Agency of Fear is related to scripting, and it was the save system, there were so many ideas and ways to make it, as beginner developers of Unreal Engine, we didn't know which to take. Most systems we attempted to make failed, but you know how it is.
The most time-taking thing to make in Agency of Fear, as said above, was the map, but forgetting about the map, the most time-taking thing to make must have been the gameplay design. Despite the fact that the game is just a first-person game with some different parts, there were many concepts and unused stuff in the files that were removed optimization. To be specific, the office parts were added pretty late into development, only a few months before the first teaser. At one point, we attempted to make interactions like using crowbars to rip down planks, even an inventory, and other things. For some time, they were in the game, but we decided to remove them because we barely used them and the game wouldn't turn out the way we imagined it in the beginning. There were countless concepts and ideas, and we thought the game would turn out smaller and emptier than we expected, but we managed to make what we wanted.
Now, here are a couple projects we're currently working on.
We are working on an Unreal game that is currently codenamed "Thefts", inspired by GTA, yes, GTA. We started 2 years ago as Unreal beginners and we are now working on an open-world third-person shooter. We have a couple of concepts and ideas for them. Currently, we have a couple of systems such as driving, AI, guns, etc. We're working on improving them, making a fully-fledged map, making a story, making other systems such as missions, etc.
Another game we're working on is Ancient Brute Souls 2, again, in Unreal, and we are pretty sure we want to continue working on it. It is still the classic Ancient Brute Souls style, except it is much more realistic, and it has an inventory system, magic system, potion system, weapon system and other things. The systems we listed are done and only remain to be improved and continued.
There are other small projects that aren't worth listing out, since we think they might just end up as lost and forgotten projects.
Our next biggest project will be either Thefts or Ancient Brute Souls 2, but we'll see soon.
We would like to thank again every person that helped during the development of this game with every small or big thing and the ones that played our game.
https://futuresoft.itch.io/agency-of-fear
~ Futuresoft
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