Now that IGR Avcon (where I received a lot of very positive feedback, including landing on a 'best of IGR' list) is over, I can concentrate on the next stage of Spryke's development, which is going to be a really, really cool one: the playable intro sequence.
Spryke's already a very pretty game, but I can promise you that this intro sequence will be more spectacular and visually rich than anything we've shown before. It'll be a playable sequence that introduces the player to the game's core mechanics as well as the Spryke universe, starting in the Sporala homeworld deep under the sea. There'll be tons of action and beautifully animated critters swimming around and, at last, story exposition! I think it's going to ground the game and inject it with a lot of soul, not to mention wow factor!
Pulling off the intro sequence according to my vision for it will be a massive amount of work. In preparation, I've just completed my productivity-enhancing Clickteam Fusion skin:
Clickteam Fusion is the engine I use to make Spryke. It's a syntax-free yet very powerful engine, which makes it perfect for someone like me who's more artist than programmer. Its interface contains some unnecessary friction points though. So I did my best to improve the user experience by making a skin that's designed to maximise productivity (as much as is possible in a skin)
I've called the skin Productiva, and it's designed to minimise clutter, keep the eye focused on important areas, and add a better sense of clarity and hierarchy to your workflow.
I've actually been using a version of this skin for almost a year, occasionally iterating and improving it throughout that period. I felt it was time to finish it up and put the final adjustments on it. It's now as good as I can make it, so I feel it's ready to publish. If you're a Clickteam Fusion user, you can buy it for 2 bucks at the Clickstore.
Below is a comparison between Productiva and the default skin, outlining some of the areas I addressed (click it to enlarge)