FriUp26: Digging

Hey everybody, welcome to our 26th Portico update! This will be a short one, for which I apologize, given the lack of updates lately. The image I hope shows that we have not been entirely slacking off in the interim, though.

GDC was a big eye opener for us and a great reality check for me. Portico had some slightly more serious design issues than I thought, but also the reception for our other projects (Night in the Woods and Overland) were uniformly very positive. This resulted in us feeling a lot of pressure to sort of… figure out what the heck to do with Portico.

When we started working on Portico, it was codenamed Grave, and we didn’t really have much else on our plates at the time. We like making games together, and Grave seemed like a game worth making. It turns out that the terrain wasn’t quite as fertile as I hoped though, and it’s actually been a pretty long road to get where we are now.

However, where we are now is pretty awesome. Portico is a plenty-tight little puzzle-strategy thing, and I’m really happy with it. The image you see above is the latest attempt to devise a solution to Portico’s two main problems:

  • Portico still doesn’t have a “signature look”
  • My original plans for the game art had major scope problems
    Will it work? I don’t know. I think so, though. This latest test may not make it apparent but it addresses a lot of underlying issues I was having, and even helps address some UI and screen transition issues. Getting back to a more limited color palette, especially for the environments, is really appealing to me too.

I’m looking forward to putting together a new gameplay video with the new art in just a few weeks. Until then, we’re going to keep figuring out how to figure out Portico.

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