Posted April 25, 2025 by Rakudajin
#devlog #finalform
Hello! I’ve decided to start a devlog on the current game I’m working on - The Final Form!
I mainly want to do it to break my isolation as a solo developer, and I would greatly appreciate any feedback or questions! The game is being developed in Godot 4 with artwork done mainly in Aseprite. A demo is planned for October’s Steam Next Fest, and here is the video of the current state.
Story/concept
As with most strategy games, in my book, the theme and story are quite secondary, although I still want them to be appealing and make sense.
The story goes as follows. You are a celestial being, navigating the universe in search of the way to ascend to the next level of being. You’ve found the magic cocoon on some planet, which is rumoured to hold the key to such ascendance. To activate it, you must align the four elements in some configuration, but to achieve this, you need to transform (or even terraform) the lifeless planet with these elements.
However, as you start the terraforming, you find that the Void is lying dormant on this planet, which is disturbed by your presence and activity and is trying to halt your efforts. While fighting against it and towards ascension, you learn more about the Void, and it turns out things are a bit more complicated (as they always are).
The game was born out of a game jam submission for Godot Wild Jam #77, where it got 9th place - the highest I had so far, so I decided this game was worth turning into reality as my debut as an indie game designer. It represents one of the kinds of games I want to make, but I’ll leave my broader picture for future posts.
The game goes in 3 core “phases”, cycling through them:
Daylight phase
During the daylight phase, you move around the map, colouring the tiles by applying one of the four elements to them: Nature, Water, Fire, Terra. There are two core systems and several secondary systems embedded in the process, each of which will be covered later in separate posts. The core systems are:
The combination of these two systems is the gist of the game, and everything else is pretty much to make it more exciting and long-lasting. One of the main challenges, as I see it, is to make the pawn movement not an annoying hindrance to other parts of the game, but a core mechanic. For this reason, other parts should be a bit more autonomous, especially the “settlement simulator.”
Some of the other systems involved:
Night phase
Your presence and activity on this planet generate the points of disturbance. When certain thresholds are reached, the Void sends its creatures to undo your doings, and the more disturbance you generate, the more powerful and more often the resistance comes.
The night phase is essentially the same as the Daylight phase, with a few additions and alterations:
Faction phase
When your efforts to revitalize the planet reach a certain level, life appears on it, and the inhabitants start to live their lives and mind their own business on the planet. You don’t have direct control over them, and they have a murky understanding of your existence - they can disregard, love or fear you. Despite it being peripheral to your main quest of ascendance, you have no choice but to take those creatures into account and even develop relationships with them.
The faction phase gets unlocked when your land becomes inhabited, and realistically, it won’t appear in the demo or even the early stage of Early Access. It's a whole new layer, which I only have a very draft imagination of. But in short:
This is roughly the plan for the game. I have mostly finished the game logic part of the daylight phase system, but I'm still working on the secondary systems.
The art you see in the video is mostly placeholders, with some exceptions:
So here it is, in a nutshell. Would appreciate any feedback, ideas and recommendations. So far, my main concern is art - I’m no artist, so I worry if it is not too ugly.. But without shaders and with so many placeholders - I guess that’s too early to judge… But would appreciate some thoughts :)
In the next post, in a week or two, I will focus on the tiles system (followed by the movement system).