Another relatively productive week leading up to the playtest. So far in my experience, game dev has been a combination of wildly unobstructed progress and fixing obstructions I have made for myself in the past. (Though a lot of days feel like this) Now that I’ve finished most of the game’s “meat,” I can focusContinueContinue reading “Piece by piece”
Category Archives: Uncategorized
Playtest signups are open!
The dates for the limited playtest are May 2-10! Signup should be open on the Steam page: https://store.steampowered.com/app/3294440/Memoirium/ My goal for this playtest is to get early feedback on how the game feels. I want to see if there are any common issues and suggestions. Besides that, I am open to whatever this playtest willContinueContinue reading “Playtest signups are open!”
Limited playtest soon!
I’ve been gone for a bit, but now I’m back at it! There’s not much in gamedev that feels better than knocking out items in a to-do list. The next big priority on the to-do list is to start the limited playtest. I am hoping to start it by next week, depending on how fastContinueContinue reading “Limited playtest soon!”
The typical soulslike is a turn-based game
When developing the combat for my game I wanted to understand and pick apart what made the combat in Souls games so fun and special. Looking at it from a design perspective I slowly came to realize the Stamina bar that is present in all of their Soulsborne games can be seen as the amountContinueContinue reading “The typical soulslike is a turn-based game”
All games are puzzles
I spent this week adding some more spells, weapons, and “new” enemies. You may notice, dear reader, that I put new in quotation marks because these new enemies either have previous boss’ movesets or a mix of other enemies’ movesets. In one case, I simply changed what an enemy throws, but that already largely changesContinueContinue reading “All games are puzzles”
Dream game is a dream come true
I’d love to talk about what I was working on this week, but I would rather keep it a secret. A great part of any game is the surprises! Since I’m chipping away at the final parts of the whole adventure, I wanted there to be so much more for the player to do andContinueContinue reading “Dream game is a dream come true”
Paper to PC, from DM to Gamedev.
I want to briefly talk about how I didn’t realize I was a game designer long before I became a game developer. Ever since I was a wee child, like many geeky kids, I loved to play pen-and-paper games with my friends and family. However, instead of following any rulebooks, my family enjoyed making gamesContinueContinue reading “Paper to PC, from DM to Gamedev.”
Cat development
Much of the work I’ve been working on this week and for the foreseeable future will be in the realm of spoiler territory. As I am on the final chapter of the game I want to keep it under wraps as long as I can unless I need to use it for marketing eventually. SoContinueContinue reading “Cat development”
Teaser Trailer
In between the testing I put together a teaser trailer for the game using clips from the sequencer shots I had and I used the exploration music. DaVinci Resolve is a free and great editing software I found. The video can be found here. Besides that not much more to update on for today. WithoutContinueContinue reading “Teaser Trailer”
Easier than I thought
I have fixed my issue of not being able to package my game with plugins. After looking online I knew the issue was with my game running purely through blueprints. I looked around but couldn’t find a concrete answer on how to fix it, at least no easy way. The loading screen plugin has aContinueContinue reading “Easier than I thought”