We just wrapped up our December sprint and playtest. We’ll probably have another before January! Things that have changed since the October playtest…
What’s changed since the last playtest:
- An entire new zone of levels
- Complete rebalance of loot distribution
- Level loading and unloading logic, which didn’t exist at all before
- Total rework of enemy AI
- Countless UI and code improvements
- Loads more secret areas
- Very significant changes to the early-game “mechanic-learning” experience
And we did all that with plenty of time to spare, I promise. It probably won’t all burn down.
A quick look at all we’ve been up to in the year of surprises.
Work, unlike blog posts, has not ceased. While I juggle my day job, development, and existential horror, Reinan is a wizard who has mastered the “doesn’t sleep” potion recipe so, due mostly to his eldritch efforts, we have accomplished some wonderful things.
Stroll past the roll for a list of what’s online, fully functional and playable, with pictures!
A month has gone by since we started our new prototype. Reinan had a little break to go visit family over memorial day weekend. I spent the time gaffing for a small but very cool independent film. Now we’re back in, and we’ve chosen to continue prototyping our new platforming mind-bender, working title: Wizard’s Tower. The concept is good, but there are details that need to be attended to before we’re confident it will actually sell.Continue reading
Two weeks into prototyping a new concept: Procedural moving wizard’s tower becomes platforming mind-bender. Playtest going strong – one of the play-testers unscripted remarks, speaking to me while playing: “I hate this so much. No, go away. I must win it.”Continue reading