Hey friends, this is Connor here to talk about where Perspectrum came from. Perspectrum has been in development for a little over two years. It all started as a little experiment where I just wanted to see if I could figure out how games do palette changes with shaders. I ended up going on a weird journey that diverged from that original intention first to a short game to share with my friends and learn some more, and then into a full on commercial product. I can say that Perspectrum has without a doubt been the most rewarding project of my career in game development so far.
It all started when I was a freshman at West Virginia University. I was still pretty inexperienced at game development. I was curious how shaders worked, and I thought it might be cool to write a simple one that just let me apply a color palette to an image. From there I wondered if I could turn it into a game mechanic and the rest is history! I realized I could apply it to a certain area, and make things behave differently based on what palette they had. From there coming up with the element shift mechanic was easy.
Like I said before, at this point Perspectrum was just a small experiment to play around. I would put some lame programmer art in and release a room or two and be done with it. However, one of my best friends, Jacob Stevens, really believed that the game had potential. He offered to do the sprite work and we were off. We spent one summer getting the core platforming mechanics done along with the original art. However, the two of us were a little unfocused.
I wasn’t always sure that the mechanic could hold up a full game, but as I went through adding different mechanics from Megaman run and gun to escort NPCs (Non Player Characters), I realized that I was wasting my time and needed to focus on the core, which is that element change. So, I took that and found different ways to apply it, different ways for the player to interact with it. This turned into NPCs that change the element, blocks you can push, etc. Finally, I was looking at something I could make a full game out of!
The journey has been long and the team has changed, but I firmly believe Perspectrum is a very strong game. I am very proud of it and cannot wait to show the world. I’m glad to be working with Vandalia Softworks to handle the business side of things so that my team and I can focus on making the game the best it can be. I cannot wait for you guys to experience it!