Saludaciones.
It has been a ride. These last 3 months have been an absolute ride. GameDev Season 1 is over! And what are the changes?
Oh. Believe me these are not few. Let's make a quick recap on all the posts that were made during this time.
APRIL 19
- Music is ready for production, still queued behind programming
- The game's motor is each day more complete
- Most mechanics are already fleshed out
- Rooms, enemies and dialogues are already staged and ready to begin programming once the motor allows me to
MAY 11
- The menu, the volume system, the controls and the naming systems are finished
- The overworld is programmed, yet it still needs a bit polishing before I move from the placeholders to the actual game footage -The combat system is... something. Not pretty big, still very early (and not working), but give me some time, trust me bois and non-bois
- The Demo OST is completely planified, and most of the pieces are being set up as you read this text
- An unknown mechanic, that probably you'll like or problably you don't, is conceptualised and in production.
- Another unknown mechanic, that isn't something completely new, is ready in some pieces.
- The puzzle system is... something but lesser. Still gotta ramp up the work I put in there (ded mechanic :O)
MAY 22
- The whole system is corrupt and now I have to start over again. Thankfully some files did survive which allowed me to recover faster.
But what now? This recap feels a bit empty... without adding into consideration the...
DEVELOPMENT POST 5!
So. What are the main changes from the previous GameDev features? And new characteristics? This is the changelog:
- Music is shyly being started, with 2 pieces currently in work.
- The game's motor is close to completion, though I'd like to polish it and make it smoother
- Mechanics are completely planned and their development won't take long once it begins
- Rooms, enemies and dialogues are staged. Dialogues are almost done with programming, enemies are in a good way and rooms will be started once the motor is functional
- The menu, the volume system, the controls and the naming systems are finished and refined (oh la-la)
- Overworld is ready, and still needs some cleaning (transitions is my main concern)
- The combat system improved a LOT. You can't imagine how much time I spent on this... "field". It works! (somehow, still needs polishing)
- The Demo OST is planified, the pieces and the mechanics are planned and, as I said before, producing is starting slowly.
- The puzzle system is almost ready. Very few sketches and features to fix and they will be done.
And any new features? Well, yes.
- The pause menu is ready
- Collisions are now working properly and adequately
- Concept art is ramping up, as I draw a lot more and focuse to make the characters fit their personalities
- Concepts from the full game are being set up. I swear some of them made me emotional
- Somehow, don't ask why, I received a strange paper sheet with some codes. I'll post it in Gamejolt, maybe you guys know what it means
We're pretty close to completion of the Alpha version of the demo. The demo is structured into the following chapters:
- Alpha: The motor of the game, functional and ready for holding the game
- Beta: Simplest parameters of the demo, in its simplest and with bugs
- Gamma: The demo itself but with bugs and aspects to polish
- Demo: Finished
I hope this June I can coordinate better, and I hope you also liked the release on Youtube
Stay tuned
(percent on the live demo post)