Welcome to our first edition of Dev Log, where we cover and share details throughout development process of Final Contact with you, the fans.


The Game


41.fwThe past 2 weeks have been among the most challenging of the last 2 months. While we haven’t shown a lot of material beyond Level 1, the game mechanics change significantly throughout various levels of gameplay. Since Final Contact is actually developed in a 2D development environment, it’s presented more than a few challenges to create a realistic 3D experience beyond the use of 3D models. A major enhancement to the game’s level design has been to increase the layout sizes of each level by 50%. This change brings a greater level of realism to the gaming experience when maneuvering or rotating in 360 degrees. Testing Level 1 with the increased layout size seems to have improved the gameplay dramatically. Enemies tend not to overcrowd the screen as they increases with the levels progression, easing the extreme of level of difficulty we’ve been experiencing, especially with mobile testing.


Of coarse making this change has meant increasing background design material, adjusting acceleration & deceleration, as well as a number of other mathematical details that keep the player from losing their equilibrium during gameplay.



In addition we’ve expanded the weapons capabilities by adding missiles to all levels and a new Laser Pulse Cannon that puts more weapons at the players finger tips in combat and the inclusion f sub-buttons to control tactical view, tractor beam, and forward thrust capabilities.





CcbmTm1VIAA7MU1We’ve also had a number of setbacks in design and development. Recent development of 2 levels involving asteroid fields have not met our expectations and forced us to go back to the drawing board both in terms of gameplay mechanics, as well as design. Each level has a different dynamic but we haven’t been happy with the results with either. For us every coding and design challenge has tended to open a door to a new approach or unexpected result that makes for great game play and with these 2 levels, its no different. We are already experimenting with new code that’s showing promising results. New background art is also being developed to meet the high visual standards we’ve set for Final Contact and you can expect to see a much more spectacular panoramas when it comes to the battles sequences of these 2 levels.




A big part of our development process is working with 3D models in 3DS Max rendering complex animations for gameplay in Final Contact. This month we’ve been working extensively to create interactive battle sequences that simulate a 3D experience. This process has been extremely challenging but, not without rewards as we move forward to create new game dynamics that simulate realist situations with a level of AI incorporated so players have a unique experience every time the play a level.






While Final Contact is an intense shooter experience, we don’t the game levels to run exactly the same every time is forced to re-play a level. A lot of creative coding is going into this process forcing the game to make decisions on how to react to the players attack.







These new coding scenarios have proved challenging and concept to code doesn’t always work out as expected and has required a lot of extra work, testing, and re-design however; these new mechanics and AI will lay the foundation many levels of great interactive realistic gameplay and have been well worth the effort going into them.





The Website

Along with the games development has been the development of this website. If you’ve haven’t visited us recently, you can see all the new concept art we’ve been integrating into the website’s design and you can expect a lot more in the coming weeks with the inclusion of our this new “Dev Log” to plans to launch a community forum for you, the fans and supporter of this project, to have an opportunity to give more feedback and involvement in our development process of Final Contact.




As we close in on announcing our first IndieGoGo fundraiser date, development of our first 15 second trailer video has begun along with several speaking videos about the Final Contact project. With a special thanks to James Thorton, one of our contributing composers, who created the soundtrack for the trailer and what we hope is the first of many great contributions in music soundtracks to this project.


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Your support for us and this project is greatly appreciated.


Dominick Gentile
Lead Developer/CEO


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