Synopsis: You and your best friend visit the small, humble town of Sundew as part of a vacation. You're there to investigate the seven mysteries of the town and it seems like a nice enough place. What could go wrong? - This borrows the same engine I've been using for my main project, The Dark...
I finally feel comfortable showing off the game for more people to play now.
You know, I sometimes ponder if working on the story and details is more necessary than the game itself. Its... technically work, just not direct.
Like for me specifically I never stop evolving the story based on what avenues I can approach in gameplay and then I get anxious thinking "hey good thing I thought about that now instead of later". Repeat ad nauseam.
Incredibly useful trick I just picked up for map making - group them together via "folder" maps. In this example, they're the different countries in my game. This streamlines the process for me a lot, since I get mappers block often from scrolling down to see where [x] map is that I need to work on next.
ESAMarathon on Twitch, now streaming "Eat Girl". Yep, that's the title of a game... Apparently it's a Pacman knockoff.... Which is of course the only logical conclusion one would get from a name like "Eat Girl". I can't believe anybody would think anything else!
Super stoked i just finished my first town in my project, by finished i mean i can always add more decorative aesthetics and the NPCs don't talk yet but the mapping is complete and all the important chess pieces are present!
My brain: Hey, I have an idea how to make the transition to the main story quest in The Wastes more natural!
My brain: You need to remake the hotel you start out in, it's not realistic enough.
Me: Ok... This was unexpected, but I can do it.
My brain: Now make each hotel floor 5 times as large to match the main part. Oh, you also need to make a bunch of new npcs to fill in the space on these maps.