While our team has different gaming tastes, the NES-era Castlevanias bind us together, providing a common love which inspires us as we develop Mecromage. For evidence of our design philosophy, let’s travel back to 1994 to the heart of Romania –er Hollywood, to examine that which created a seismic shift in the Castlevania franchise.
It feels dirty to mention “movies” and “games” together. Since I just did, I’ll cleanse myself by proposing the core “design goal” the two have in common.
One of the toughest decisions early in Mecromage’s development was deciding what language to use for the game and its tools. As with many development decisions, the decision to use C# for the tools and C++ for the game and engine was not obvious at first glance.
Greetings! This month we’ll take a look into some player and enemy design and how Josh is progressing with the artwork.
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.