Hey folks, thanks for checking in! This month, we’ll fill you in on some details of how we here at Team Unchosen tackle Stage Design and establish Game Flow in Mecromage.
The three of us got together in person in late February (Josh lives far away) and ironed out some unknowns. This post will cover the development challenges we’re facing as an inexperienced indie team and how we’re tackling them.
Mecromage is officially in production! We’ve designed our Tinker Toys, and now it’s time to put them together.
Hey everyone, we just wrapped up some work on game flow and mechanics and wanted to share it with you. We’ve got some additional beautiful and wicked visuals to show off too!
Hi everyone! We’ve been diligently working on the hero character and have another update on the hero concept art, mechanics, and gameplay.
Hey folks, we’ve got another monthly update for you. Last September, we decided it was time to solidify the player mechanics so we can start nailing down the hero character animations. So this update is mostly about the hero, but we’ve got a few more goodies too.
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.