Posted December 13, 2024 by ShizzaHo Games
The second alpha version of Anomaly Pass has recently been released, and I felt like writing a short article to share my thoughts on the development process so far.
For me, Anomaly Pass has become the largest project I’ve ever worked on. More importantly, it’s the first project I’ve managed to bring to a playable state. Yes, there’s still very little interactivity, and many planned features and mechanics haven’t been implemented yet. In fact, I’m not even sure I’ll be able to fit everything I’ve envisioned into the final release. But despite all that, I absolutely love the vibe of a snowy Siberian wilderness combined with the atmosphere of Roadside Picnic by the Strugatsky Brothers. That love is what keeps pushing me to see this idea through to the end.
Now, let’s talk about the game itself. I’d like to share the challenges I faced and the lessons I’ve learned during the development process. This way, I can document my progress. :D
As it happens, Anomaly Pass entered development just as I transitioned to a new position at my current job. This left me with significantly less time for game development—and for my personal life in general. Realizing I’d mostly be working on the project during weekends, I reorganized my workflow to focus on the game’s internal structure. This turned out to be a great decision! During weekdays, I focused on expanding the game’s lore, sketching rough concept art in Paint, creating sound effects, and sourcing models and other assets for the game. On weekends, I implemented all these elements directly into the project. When coding, I prioritized clarity and structure so that whenever I returned to the project, I could easily pick up where I left off without creating unnecessary confusion (though, of course, there have been moments of chaos!).
All in all, I’ve found a balance between work, my hobbies, and rest that works for me.
The entire idea for Anomaly Pass stemmed from my desire to create the perfect co-op game (at least, perfect by my standards)—something I could truly enjoy playing in my free time. However, when the core of the game was complete and it was time to tackle multiplayer functionality, I regretted my ambitious decision more times than I can count. On top of everything else, this was my very first attempt at developing a game where multiple players could interact simultaneously. My lack of experience was a huge challenge. Thankfully, I mustered the determination to dive into the world of multiplayer game development, figure out how it all works, and implement it into Anomaly Pass. I’m proud that I managed to overcome this challenge.
I’m genuinely happy with what I’ve accomplished so far, and I’m excited to continue improving every aspect of the game. For me, this is more than just a project—it’s a personal journey and a hobby that I truly enjoy.
I’d love your support as I continue to develop Anomaly Pass. You don’t need to do much—any feedback is greatly appreciated. Rate the game, leave comments, and add it to your collections!
If you’d like to support me financially, I wouldn’t say no to a donation. :D .CLICK HERE TO DONATE.
Also, I plan to set up social media accounts for the game soon, so stay tuned!