For no good reason, the power went out in the studio earlier this week. It affected most of the block we are located at so everything was eerily quiet. It was down for nearly two hours, leaving most of our computers without power and those of us on laptops sweating as we watched the battery icons drain. The problem was we were in the middle of getting the story together for Squishy’s Revenge. We quickly got to doing what work we could offline.
With no power, that meant the digital plans had to be put on hold until the power came back on. However, that didn’t stop Jess, the artist on Squishy’s Revenge, from getting a few ideas down on paper after hearing the story ideas. Even though Squishy is essentially a few lines, the emotions that come across are very expressive.
The following images are from those paper and pencils sketches done while the power was out:

With Squishy loving Squishberries, we wanted to convey how much they mean to Squishy. There needed to be the extremes of being completely happy and satisfied when there was a bounty of Squishberries to be had as well as devastated when the Squishberries are squashed. These sketches really helped zero in on the direction of the visual way the story will be laid out. So even if it seemed like there was a set back with our production schedule at first, working “analog” still made progress on getting Squishy’s Revenge closer to being complete.
Past Squishy’s Revenge Dev Diaries
Part 7:Knowing When a Game is ‘Done’
Part 6:Adding Story Elements
Part 5:Polish
Part 4:Squishy’s World
Part 3:Evolving Gameplay
Part 2:The Birth of Squishy
Part 1:The Beginning
Part 0:Creating a Game Without a Single Line of Code
