It’s been a while since I last posted, mainly due to being busy working on the game. I’ve been focused on taking the original prototype me and Chris built and building in the improvements that became apparent while playing around with the prototype.
The prototype was great in that it allowed me to quickly see which parts of the game needed refining and it’s been very much an iterative process. It does mean things take a bit longer but hopefully it results in a better game overall.
The main changes are the way unit customization works, resolving combat and then the flow of the multiplayer is undergoing an overhaul. It’s going to take a while though and I’m probably only about halfway through so I’m looking forward to actually having a fully playable build of the game again.
Feels like everything is starting to come together, just a matter of perseverance and getting through my TODO list.
On the press side of things, Warborn was recently featured in a nice article about the Bristol game development scene along with 11 other games currently being developed in Bristol.
I also did an interview with StrategyGamer about Warborn and the inspirations behind the game.
What a difference a month can make. Things have changed pretty suddenly here, not in a bad way, just different! Last week Chris departed to work on his own games, he has some ideas he wants to pursue and we decided to part ways for the foreseeable future. We had a good 7 months working together, I’m looking forward to seeing what he makes and I’m sure we’ll collaborate again in the future.Read full post.
We’ve been meaning to write a development blog for a while and now feels like a good time to do it. I read and watch a lot of content from other developers about their projects and the lessons learned from their experiences. I’ve always found it helpful and reassuring in way, to know that everyone making independent games is in the same boat to some extent. Individual circumstances vary of course, but it’s nice to know about the similarities and think “so someone else had to deal with this too!” or “at least they found they same thing difficult”. So we might as well do the same and who knows, maybe someone will find it helpful?Read full post.
We’ve been working on Falling Star(working title) for around 4 months now, and in that time the game has evolved quite a lot from its early prototype build (which we still have somewhere!)Read full post.