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.
Neoblon’s culture and peoples should be well thought out, but the realm will always be rich with mystery. Using the most simple of medium reminds me of how important it is to leave the canvas’ door open, welcoming the viewer to enter by their own accord, and participate in imaging of the fantastic.
Its incredibly freeing and relaxing to sit with paper and pencil after a long day of digital grinding. I recommend it to anyone who enjoys any creative endeavor. There is just something about thee ‘ol analog that allows you to so simply focus on the art. I have gone months without putting pencil to pad and those times have hurt my development, surely. Pencil is forgiving, but not so loose as a digital canvas. The real world is full of imperfection, and the imperfection is what often leads to the most interesting path of ideas, what so tempts the imagination..