Several months ago, I wanted the demo to be available at this time of the year, but it didn't go as I planned. It seems that doubts are common when games are getting closer to a release, and life happens too. But be reassured, It's not that far (for the demo at least), no more date prediction though.
My main objective as a starting independant game dev is to make something fun and pleasant to play, a gaming experience I'd like to have myself, and this roguelite gamebook has this kind of potential I believe.
Lately, well weeks ago, I was wondering if combats were fun enough, and because I made them close to what you can find in lots of gamebooks, the player didn't have enough impact and luck had too much weight. I improved it to add a more strategic aspect but it needs lots of testing to get the right feeling.
Another significant reflection was about the code itself. Scripting the different rooms was getting on my nerves for the more complex ones because of the way my code was working. It was too much static, so I'm making it more dynamic. I just finished the inventory part and it works fine so far.
Here are some screenshots, but remember that I still need to do some adjustments.
And to finish this post, just to show you my moderately amazing drawing skills, here is an adventuress you may meet in the upcoming demo.
Hello curious people!
Still working on the gamebook, and there's a lot going on about it. I'm rethinking some parts, like the combat system, in order to make it more interesting than just hoping the dice are getting things done. I'll talk about it in a future post. The other part I'm reworking is the user interface. Obviously, what I did before was pure work in progress, and it's time to get serious. It's still WIP but closer to what you'll get when you play the gamebook:
If you remember my post about making content for the first version of the gamebook, well, I still am making that content of course. It takes time as you may imagine. Points 1 & 2 are done; 3 is ongoing.
I may do a little something before releasing this game, more news about it very soon. :)
Thanks for reading! Stay tuned for more!
Oyez, oyez !
Petit post pour vous avertir que ce jeudi 14 septembre, je vais lancer ma chaîne Twitch (www.twitch.tv/lecroissantcyclopefr) en découvrant en live le mode Maître du Jeu du très attendu Divinity Original Sin 2. L'idée étant de créer un one-shot (une histoire qui se joue intégralement en une partie) qui sera joué un jour prochain, également en live.
Concernant l'heure du stream, cela dépend de l'heure de sortie du jeu. Si celui-ci est disponible dans l'après-midi alors je streamerai aussitôt, sinon ce sera probablement nocturne, sachant que je continuerai la session le vendredi.
A jeudi alors ! :)
Little update. I'm pretty much fixing bugs and making content at the moment. I would like to draw more but it's a bit difficult to get the right graphic style, so I'm thinking of hiring an artist later when I have enough content on paper to know what I need precisely. Don't quite know what to expect about prices but I'll look into that soon. I still may draw the art though. Time will tell if I progress enough.
And to write a bit about my process of making content, let met first explain how the main mechanic of the game work:
As you probably know it's a gamebook, so at the end of each part you have choices which send you to different locations. In a traditional gamebook, same output everytime. Well, for The Inverted Tower, I added a random parameter to change the output everytime. So each time you play, it's a different adventure even if you're trying to make the right choices (which you won't be able to do much longer, because one is enough to send you elsewhere). To have this behavior, each location has properties, so when you have to further, I make a group of possible locations and pick one randomly.
These location features constrain the kind of content I'm able to make, well just a bit, I have foreseen a nice amount of possibilities and am still able to add more if I need it. So with that in mind, my main work these days relies on 4 steps:
1- The idea of a location. A place, a character, an event, a reward. Generic or complex. I write it down.
2- The structure. Here, it's about writing how the location works. I try to imagine all different outcomes and add already more flavor to it.
3- The scripting. Not the funniest part to be honest. It's about translating what I did before in the game using the own-made location skeleton.
4- The writing. Last but not least, because you don't want to get a dull variable name in place of a rich interesting text during the adventure.
That's the way I do it and while I'm writing about it I'm not doing it, so let's get to it!