Our short game Seek is being polished and primped before its early Feb greenlight date, and as always, the polish is the accessory that takes the longest amount of time. It’s been pretty mundane as far as content for updates go… We look at a scene, then we say “Oh this would look better this way,” then we change it (repeat until your brain hurts).
It’s hard to believe that 3 weeks have gone by, but we’re knee-deep in that familiar slog that is “the middle.” Whether a game is completed in a month, or 6 months, or 3 days, the middle of a game’s development is always the hardest. What we’re trying to say is that we didn’t get much done this week, and that’s okay.
We’ve decided to name the game “Seek,” since it’s basically a giant game of hide-and-seek with various inanimate objects. It’s a little title for a little game.
We’re at the halfway point for the new game, chipping away at more of the visuals and mechanics. The full timeline has been hashed out, and over the course of this week, it will be stitched together into a game.
2017 is under way, and we’re not wasting any time getting right into a new game. Instead of going the visual novel route, we’ve decided to try out 2D navigation and interaction.
Since exploration is the focus of many 2D adventures, the game will be, for the most part, a scavenger hunt.
I wanted to make this post to talk about things I learned while making DatingSims. Making DatingSims was very much a learning process for us and we really wanted to use it to expand our own understanding of the full end-to-end process of making a game. For my part this was all about the backbone of the game. My background before creating this game was actually mostly in the java world although not java web development like most people but building modding platforms for the game Minecraft. Due to this a lot of my existing knowledge of how to build a program actually had to go out the window as what is a best practice for a lot of applications is often very bad for making games where you care a lot about memory footprint, layout and the overall performance of the game.
For DatingSims we decided not to use an existing engine or framework as its a simple game and it would defeat the goal of trying to learn. So everything to make the game run was written by me just for this project. With perhaps the obvious exception of using opengl for rendering and fmod for sounds.
What I’d Like to Remind Myself in the Future
So now that everything is out there, I thought I’d do a little write-up of big things that I learned during the making of this visual novel. My specific reminders are mainly about writing and design. I did the assets, and I am responsible for the looks, story, and game-play of DS:TVN. Deamon wants to do something similar to this, so we’ll have all the bases covered in terms of remembering past mistakes.
You’ve heard it here: we’ve released our debut game! It’s free-to-play, so you can find it on our “games” page and download it directly. Since this is our first game, feel free to contact us if you find any issues with how it runs, and we’ll fix it as soon as possible.
In fact, here’s a link for you! We hope you like it! Tell us what you think on our twitter, or you can contact us by email or on the website.
We’ll both be doing little write-ups for how this game went development-wise, so look forward to that in our posts during the next week or so. We can’t wait to start our next project!
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