Jump to content

Search the Community

Showing results for tags '2 year retrospective'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • klepto2's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Ultra Software Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • Runenrise and more
  • reepblue's Blog
  • Slippy's Corner
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • UltraEngine - Experiences, add-ons and other Stuff
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • noob_shaders
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • Game Ready Maps
  • Ultra App Kit (Advanced Custom Widgets)
  • Poking around
  • Blender tutorials
  • Usefull Scripts & Components
  • Thirsty Panther
  • Ultimate Action Game Controller

Forums

  • Software
    • General Discussion
    • Programming
    • Game Artwork
    • Showcase
    • Suggestion Box
    • Bug Reports
  • Addons
    • Extensions & Plugins
    • Components
    • Addon Development
  • Platforms
    • Windows
    • Linux
    • macOS

Categories

  • Streams and Events
  • Tutorials
  • Games
  • Work in Progress

Categories

  • Components
  • Effects
  • Extensions
  • Materials
    • Asphalt
    • Brick
    • Concrete
    • Debris
    • Effects
    • Fabric
    • Ground
    • Marble
    • Metal
    • Organic
    • Plaster
    • Rock
    • Roof
    • Sand
    • Snow
    • Surface Imperfections
    • Tile
    • Wood
  • Models
    • Animals & Creatures
    • Architecture
    • Food
    • Machinery
    • Plants and Vegetation
    • Props
    • Vehicles
  • Scenes
  • Skyboxes
  • Tools

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

Found 1 result

  1. "Once you hit rock bottom, that's where you perfectly stand; That's your chance of restarting, but restarting the right way." -Justin Kanayurak About two years ago, I had this idea to make a horror game, a horror game that would be different to most, "Myst and a bit of Amnesia" I thought back then, little did I know that the game would evolve so much, so quickly. Back then everyone thought I was crazy for making a game (game development where I live is a bit of a taboo thing, where no one trust it because it's "new"), and the ones who thought me making a game was cool, thought I was crazy for trying to make a game this huge by myself. Boy were they right. I scrapped the game twice, once on March 2015 and another on November 2015. I scrapped the game because I wasn't happy with it, I knew I could do better, more dynamic, more enjoyable, and you can still see the effects of me scrapping those two "versions" of the game today. I often like to watch videos people made about the game back then and compare to how the game is today. https://www.youtube.com/embed/Mh5b5S9XbvA https://www.youtube.com/embed/H6YN0IGqkUA This was the very first playable demo of the game, I had no clue where I was going with it, but I was trying to make something "cool", now looking back at it, it wasn't bad for a first attempt, but for me, "wasn't bad" isn't good enough. So I scrapped it. A few months later, I had something else entirely, still the same foundation but with different edges. https://www.youtube.com/embed/CtEOu05QRys You can tell I was going for something unique already, presenting the player with a lot more puzzling action and atmosphere than outright jumpscares, people liked it that way, and I decided for it to stay that way permanently. It was around this time where I started trying to do more than I could chew, implementing all these mechanics in the game and they didn't really fit. http://www.indiedb.com/games/a-demons-game/news/a-demons-game-is-back-in-action This article shows a lot of scrapped mechanics, most notably, the inventory system and leaning. Don't get me wrong, they were good ideas that could have worked, but they didn't make sense existing inside ADG. Ideas that didn't mix well together coupled with non-satisfactory level and story progression made me scrap everything, again. But thankfully that was the second and thus far, the last time I did that. Ever since the start of February 2016 I've been working on this game, and I can finally say that I'm proud how far it's come. I also needed a better work management for myself, so I made a trello page, which I kind of use as a diary wannabee thing. https://trello.com/b/boNQSExz/a-demon-s-game-development Ever since then, I just kept expanding my horizons, by the end of march, I had a full team of VA working alongside me to provide the most immersion possible for the game. https://www.youtube.com/embed/kMUAhwzdwOE Not only that but I've also started sharing my dev progress through videos, which I love to do since it provides me a lot of interaction with people interested in the game. https://www.youtube.com/embed/XpDWKL8f77M https://www.youtube.com/embed/xpHsQjgmGxc After all of this happening this past year, I was extremely happy with how the game was coming along, but knowing exactly what was coming later this year, and, with a bit of "DO IT, YOU'LL GET ACCEPTED" from a few people. I submitted my game for this year's Lisbon Games Week, and I got accepted. This was a shock to me, because only now do I realize what I actually have been making these past two years, I've been making something that's actually unique, and in the gaming world, that's almost unheard of. Ever since I got the email from them saying "Congrats, you've been selected for LGW" I've been ecstatic, it's one of the best feelings a game dev can have and I'm proud to say that, I'll be there. Here's the list of games confirmed for Lisbon Games Week. I'm going to be there, 17th-20th of November, showing everything and sharing with everyone my story, and that is what I'm looking forward to the most, the feeling of getting live reactions from players and their thoughts about games in general will be one of the biggest rewards I'll ever get while making this game, so I'm not going to let it go to waste. So, now you might be asking, "so what comes after the convention?" The answer is simple, releasing the game. And finally I just want to say to all of you reading this, and to all past and future people who had or will have an interest in the game, a big, big... This wouldn't be possible without you, Ruben. P.S. It's my 19th birthday today, so I thought I'd write something meaningful for once
×
×
  • Create New...