Miniature Multiverse launching soon on Itch.IO!

A few quick notes on what had earlier been teased.  Firstly, Miniature Multiverse, a project mostly stalled since 2011, has moved forward, as I’ve realized that I can now get it done – I have a new high end camera setup, better than what I had during the Kickstarter – and I’ve gotten much better assets and experience with Unity, so… all that was missing was some specialized miniature materials and a few additional weeks of work and I could get this out there.  So that effort began in earnest a few weeks ago.  And now I’m publicly discussing it.

There’s an Itch.IO page and a website that is active again:

MiniatureMultiverse.com.  The site needs some work in the hours/days leading to actual launch.  The Itch.IO page does too, but once the updates to those two pages start flowing faster, you’ll know release is likely just hours or minutes away.

Miniature Multiverse launching in a few days
Miniature Multiverse is launching in a few days

I’ve changed my method of panoramic capture, but the good news is that the last-minute change will improve the visual quality of the tour – and it also means that I’m working through the process of photographing the tour and I’ve figured out the best available approach.  Which in turn implies something is there to photograph… and in fact, all of the three worlds in the initial version of the tour have been assembled as extensive miniature environments.  And by extensive, I mean usually about 4 or 5 feet from one end to the other, with a lot of varied detailing but in a small enough scale that I can get my arms out to my camera over any part of the miniature, and also big enough, that the camera can be carefully positioned in the various nooks/crannies of the landscapes.  They look beautiful BTW, and I’ll post a lot of material related to the project shortly.

But for now, here are some key things to consider.

One, the tour has well over 50 nodes across only three worlds [Pryme, Lokus, and Vyrsul] BUT those worlds are restructured to be a bit bigger than had initially been envisioned, so there’s actually plenty to explore here, despite the fact that the first release only has three explorable locations.

Two, I’m selling this on Itch.IO for $1.75 (plus a tip if you’re so inclined) in hopes of covering the costs involved in expanding the tour to include new worlds, so that the project can grow over time. Those new worlds will, if funded, be released as free updates to the tour!

Third, it has no HTML5 release, only Windows / Mac OS X / Linux versions. I’ll package all those into the $1.75 download archive, so there won’t be any need to buy multiple copies for multiple platforms.

Four, as stated earlier, I am not using the single-shot capture method I started out with anymore, and this image explains why that was a flawed method and inadequate graphically in my view:

Spiral Skies news

This little note was originally posted July 10, 2016, had to be reconstructed due to SSL transition and such.

“Spiral Skies – and some other games – now in Unity 5? Yes. (Maybe)

I am exploring the option of using the Unity 5 engine to make a realtime 3D version of Spiral Skies. This is part of why this has been delayed further – I am pushing into full realtime 3D and that involves a lot of optimization but Unity is fortunately a good choice for this kind of project. In some ways the realtime version is weaker but in most respects it should end up looking way better. Apologies to anyone who wanted the 2D version in Construct 2, but this has a lot of potential if I can make it work correctly.”

UPDATE, as of February 10, 2017: It’s not perfectly functional yet but is progressing nicely – I’m doing most of the interactivity using PlayMaker for this game and it is turning out pretty well so far, great learning experience potentially highly applicable to future games.  Will post more visual content before long, as soon as SpiralSkiesGame.com is designed fully and ready for widespread attention.  I’ve registered that domain but nothing is there yet, will be soon but not yet.  Suffice it to say that I’ve raised my aim as far as visual fidelity is concerned, and given the enormous, incredibly aggravating and nearly endless frustrations I’ve had with WebGL debugging and output in general (*grumble grumble*) I am only likely to release the game as a downloadable app for Windows, Mac, & Linux, and Android/iOS users will probably find that disappointing, as will the people on NewGrounds & Kongregate who wanted the game to be playable there, but… it’s the best I can do at the moment.  Sorry.