[This is a series of posts on the development of Voxatron. The game is available in alpha form and buying a copy entitles you to all future updates. There's also a development plan and a FAQ]
Voxatron Team Size Doubles
Until the first alpha release of Voxatron I had been working mostly solo. Usually I like making games this way -- keeping every aspect of the game in mind and letting ideas from different departments interact with each other directly without the pesky need for inter-human communication.
The scope of the project grew somewhat from the original design however, rendering this approach impractical due to the volume of work. Especially in the area of modelling and level design; the planned game world of 1.0 spans a number of environments that all require attention to detail. What Voxatron needed was someone whose aesthetic sensibilities were aligned such that I could treat them as a bionic brain implant. And who could turn out great stuff like a freaky wizard.
With these things in mind, I'm very pleased to welcome Anthony Flack to the project, who is probably best known for his clay-animated games. Mr. Flack will be helping out with level and model design along with additional demo worlds that will ship with major alpha releases. He has already been pushing some serious voxels (pictured) for a sci-fi themed level designed to show off the new features of 0.2.0.






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