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”

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”

Positive feedback!

Playtests are great! I could play my game 100 times and find 5 bugs. One play tester could play once and find 10! So far the feedback I’ve gotten has been positive and the suggestions are extremely helpful. This also means I know I’m on the right track. There was a lot I improved inContinueContinue reading “Positive feedback!”

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”