I’ve been rather productive the past two months, but have unfortunately been less on top of blog posts and posting on other social media. There were a lot of rapid improvements made thanks to the private playtest service I signed up for. The playtesters have given constructive feedback and found bugs I would otherwise neverContinueContinue reading “Locked in at 30fps”
Tag Archives: review
Optimization, polish, and achievements
I’m currently in a special stage of development, the optimization and polish stage. This is where I’m hunting for bugs and adding extra shine to as much as I can. With the relatively simple aesthetic of Memoirium, a lot of polish goes a long way. Some examples of polish I have recently added: items whenContinueContinue reading “Optimization, polish, and achievements”
To play the player
It’s funny how often in Lies of P you see an item or a room and immediately know it’s a trap. You should be able to pick up the pattern after a while, and it really feels like your fault when you fall for a trick that you knew was waiting for you. This madeContinueContinue reading “To play the player”
Camera closer
I spent this week working on the little things, like UI updates and pushing the camera closer to the player. In the equipment screen, the boxes were previously empty, and I put helpful background images to show the player what goes into them. This should be useful, especially when the boxes grow more numerous. IContinueContinue reading “Camera closer”
Weapon Lullabies
Not a very crazy week. Well, a little crazy since I decided I wanted each weapon to have an even more distinct identity. I felt that the choice between weapons didn’t have enough impact, then I thought about what made weapons special or unique in other games (particularly games in the same genre). In EldenContinueContinue reading “Weapon Lullabies”
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!”
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”