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.
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.