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.
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.