The "Now It's October!" Blog Update!

Live from our sequestered jungle lab, this is Team Ambrosia! Happy October, folks!

For better or worse, I’m the kind of person who has trouble taking the time to stop what I’m working on in order to talk about it. “Well, maybe I’ll write a blog post if I finish [x], [y] and [z] today,” I might say to myself. But usually finishing one task just leads me right on to another and I never wanna break my stride while I’m working. So I don’t, and another day passes without me writing anything, then a week, so on, so forth, forsooth. It’s good to keep workin’ along, but it’s also kiiiind of important to at least let people know Ambrosia’s still alive and kicking, right?

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Summer Salutations! What's Up!

Good day, everyone! How’s it going?

Thought it was about time for a check-in. We’ve been pretty silent on the front lately, but I wanted to let y’all know that work on Ambrosia has been progressing smoothly, as well as talk about how things’ve been going behind the scenes.

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Building Weapons in Ambrosia

Ambrosia is a Metroidvania, and that's all well and good in its own right. I mean, who doesn't love an open world filled with treasure? But that's not what makes Ambrosia special. For that we need to examine the contents of that treasure: namely, the game's weapons and mods.

Ambrosia uses what we call a "rules-based weapon system." What this means is that you the player build up your weapons by adding unique rules to those weapons -- via parts we call modifications, or mods for short. Because you're adding rules to the weapon, not just static parts, the same mod can produce different results depending on what other modifications and rules have been added to that weapon.

As an example, let's look at the interaction between a few early-game mods.

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The Story of Ambrosia

So, we're making a video game.

Who isn't, right? It certainly feels that way when you first strike out on your own with an untested product and an untested studio at the height of indie game development output. I read somewhere that Steam sees 5,000 new releases a year. So who are we to put out the 5,001st?

Actually, let's just start there.

Who are we?

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