Our closed alpha release date draws near and that’s why we’re here with our first ever Galactic Junk League developer diary.
In these diaries we’ll talk about the development of the game, the challenges we’re facing in designing and implementing various features, the feedback we’re getting and our future plans with the project.
We’ve been working on Galactic Junk League for the past 9 months and we’ve reached a point where we think the best way to advance the project is to show it to the world, create a player community and work with it to make the game as fun and engaging as possible. This is the main reason we’ll be doing these diaries and why we’re launching alpha testing. So from now on, we’re thankful for all of your comments, feedback and suggestions :-)
Now let’s get down to business. In this first diary entry we’ll introduce the concept of the game and our production team.
So what kind of game is Galactic Junk League?
In simple terms, GJL is a multiplayer action game set in space, where you get to design your own spaceship – visuals as well as weapons and abilities – and then fight other players in galactic arenas. Every ship will not just look, but also behave uniquely.
Early concept art of a junk-ship by our artist Lukas Ceman.
The game is set in a post-apocalyptic universe long past its glory days filled with space-pirates, space-hillbillies and, of course, space-junk. As it’s usual for such a setting, its inhabitants have created a bloody sports event where the best spaceship-builders and pilots compete for fame and glory – the Galactic Junk League.
The player takes on the role of one of these pilots and fights his/her way through the league, earning rewards and slowly upgrading their ship. That means the game will have three main gameplay features – ship construction (functional and visual design), multiplayer combat and game progression. We’ll get into more details about these features in future posts.
The world of Galactic Junk League.
What’s our production team like?
We’re a small team based in Bratislava, Slovakia working under the banner of the indie developer Pixel Federation. We started out with a small team of 5 people in September 2015, which grew to its current 13 members – 4 programmers, 2 game designers, 6 graphic artists and one producer - the mastermind behind the whole project Martin “Dexter” Svetlik. The team is a mix of experienced game developers (our six graphic artists have almost 60 years of experience working on games combined ) and new talents working on their first game. In the coming weeks and months you’ll get to know our team better as its members will introduce their work on the game in individual dev diary posts.
That’s it for the first entry. Next time we’ll look at our core gameplay feature – ship construction. If you have any comments or questions regarding this or the next entry write them down on our forum and we’ll be happy to answer them.
See you next time,
Martin “Gajxo” Gajarsky