In August, we programmed most of the new Rokknor (Dwarf) abilities and bot units that we concepted in July; we spent some time studying some of our favorite retro games, which inspired new art assets that we’re very pleased with; and we extended some of the existing player mechanics. Throw in a bunch of updates to our engine, some visual FX, our first special enemy encounter (warrior), and new music from goat to top it off.
We spent July concepting, developing units, adding player interactions, and updating the engine.
I’ve started compiling all of my sketches and the current game status into a simple html that is becoming our status board along with utilizing Asana to track idea evolution, status’, and to-do lists.
The Codrak Shaman is a spry caster intelligently weaving the less wise of his clan into a unified force. He’s cunning wit ensure enemies are constantly considering their tactical position. His tainted totems have the power persuade the natural elements to obey his command.
The Shaman is not only a charmer of the elements, his fellow Codrak, but also of the his flying half kin. In times of need his loyal drakes can be commanded to drop mana fused stones upon enemies.
Today I did some concept work for a little robot guy. Was fun, we’ll see if he ends up as one of our little critters 😀 I could see him being a friendly guy, and maybe he transforms to a couple different modes? What do you think? I know he’s not too original, what would you like to see changed?
Yesterday we hit a pretty big milestone for the game development. I’d been putting in average of 12 hours days for about a month and only took a couple days off, I was pretty exhausted. After, I wanted to rest but couldn’t seem to shift into relax gear no matter what. So I decided I’d force myself out of my office allowing only a pencil, sharpener, and clipboard for the rest of the evening.
Kicking back with feet on the coffee table and some good ol’ Starcraft competition on the big-screen I was able to relax while still cooling down the creative cogs. Feeling very grateful for my wife, friends, faith and the adventure that is every day.
Drowning. That’s what it feels like most of the time I’ve been developing my Indie project, Mecromage. I’ve averaged about 12 hours a day on this week alone. Crafting story concepts, game mechanics, graphics assets, animated sprites, and 2d techniques I’ve done my part to push the first level of the game to about 70% complete. But really, at the end of the week, all I can think about is how fun the elevator challenge was, and how that success is what helps me to rise to the overwhelming challenges I will dive into yet again tomorrow.