Summerford Dev Blog: Day 3

Summerford Dev Blog: Day 3

My name’s Rob and I’m making a survival horror game with my nephew, Daniel, and his wife, Sarah.

It’s called Summerford. At least it is for the time being.

I used to work in games marketing, and one of the things I always suggest other indies do is to start thinking about marketing the minute they open a new Unity Project.

So rather than be a hypocrite by hiding our prototyping stage away, I thought I’d make a quick, early dev log. Prototypes are just that and this might not go anywhere, or might become something different – let’s find out!

What is Summerford?

Our early and vague goal is to create an indie survival horror game in the vein of the PS1 and PS2 classics. We wanted to cover a setting survival horror hasn’t tackled before, so Summerford is based in 1980s rural England. Think of it as Resident Evil meets Emmerdale.

Our current goal though is simply to work out if this project can work, both in terms of our skills and our resources. We haven’t really scoped anything or written any fancy design documents. We’re lucky to have a lot of inspiration to draw from.

Instead, we’re just going for a vertical slice of what we think is important in a survival horror game.

Playing with camera angels is already a big part of what we do

So right now, our goal is to work on atmosphere, camera angles, basic inventory and combat in a small environment. We’ll be using what we learn from this prototype to work out if the game will be possible, and if it is, how ambitious our scope can be.

We’re also getting used to trying to work on something creative in a collaborate environment. Daniel and I have worked together on business software, but that tends to split our skills (In programming and marketing, respectively) pretty easily down the middle – I didn’t need to go jumping into an IDE very often.

Another thing I’ve nearly always advised devs is to be open and not afraid of sharing concepts, ideas and details on the setting, so as this project goes, I’ll be attempting to document both the ups and downs of development up to the point where we either decide it doesn’t work, or the day we ship.

Thanks for reading!

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