β«οΈPolishing the game (WIP 51):
Over the past 10ish days, as stated in the previous update, I went ahead and focused on tightening & embellishing the gameplay I already have, which is enough for Chapter [0]. From working on (SOUL) SURVIVOR, I've learned that this is best achieved when the controls feel as responsive as possible - where the duration between the player input and the result of a character animation is as minimal as possible (while still pretty to look at). This is in stark contrast to my previous 'animation-first' approach.
The result is an experience where the character's actions are more in line with the player's instincts, rather than the confines of their gameplay mechanics/animations.
Now to add the changes I've made into the game, as I finish off the remaining work left for the chapter's combat section (where the [first draft] battles the other scrapped version of itself, before the chapter's ending)... βοΈ
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Play (SOUL) SURVIVOR for $2.99βΌοΈ
stephen-ddungu.itch.io/soul-survivor
Join the discord server for daily updates! π
discord.com/invite/Fg77ETueNq
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347 - 5
β«οΈPolishing the game (WIP 50):
Tbh one of the most important turning points for me in this game's development... One thing I learned from working on (SOUL) SURVIVOR is that as a creator, you'll often feel your work is βmissing something.β While that usually is true, we often resort to simply adding content to fix that; though I've seen now it's precisely this that leads to scope-creep.
Often, the real solution isnβt adding more, but refining and embellishing whatβs already there - especially if many people already like it the way it is.
In (SOUL) SURVIVOR, I was strict with myself on keeping it minimal as an experiment to this hypothesis - and as expected, early on I felt the urge to add plenty of things that expanded the original vision. Though, instead of doing that (which I can always do in the future), I focused on making the core gameplay loop of the original vision as tight, enjoyable and addictive as possible, allowing me to keep the concept simple as intended.
When I began [][][][][] [][] [][π₯][][][][][][][], I wanted a similar principle for it: *simple yet sophisticated.*
Therefore, over the past few days, I came back to the drawing-board and cut unnecessary additions to Chapter [0] (finished & planned) and shifted my focus to tightening, embellishing, and making only small additions that support the pre-existing vision.
Also, since this is a chapter-release game, I can always bring those cut ideas into future chapters.
And since I'd like each chapter to have the same development time as the time it took for me to make (SOUL) SURVIVOR (2-3 months each), this approach is the most realistic.
I'm still following the original task-list for the remaining tasks of this game which I posted here:
youtube.com/post/UgkxvnfvYne-q02qXjnx2BC32N2Etvi1Hβ¦
but now there's a lot less to accomplish before release.
Basically: If the idea was good enough to start the project, it's good enough to finish it.
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Play (SOUL) SURVIVOR for $2.99βΌοΈ
stephen-ddungu.itch.io/soul-survivor
Join the discord server for daily updates! π
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338 - 7
Here's a 2 minute look at the gameplay of (SOUL) SURVIVOR.
(Also, expect a crossover in one of [][][][][] [][] [][π₯][][][][][][][]'s later chapters... π)
watch video on watch page
40 - 2
In 78 days, throughout the polishing stage of this project, I simultaneously developed and released a high-score hack & slash game. This was made to 'dip my toe in the waters' as I get close to releasing [][][][][] [][] [][π₯][][][][][][][], and also to help fund the rest of its development.
You can get the game now at the launch price of $2.99βΌοΈ
(Link in description).
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(the game is also connected to one of this game's later chapters).
watch video on watch page
137 - 10
β«οΈPolishing the game (WIP 49):
I've animated a cutscene that links the end of the revised movement tutorial into the beginning of the scene before the combat section (the one from the reveal trailer).
Now to add the last scenes for the combat section which guide the player on the game's combat.
Then all in-game content for Chapter [0] will be finished.
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272 - 2
β«οΈPolishing the game (WIP 48):
I've made the part that ends the revised movement tutorial! Now to have it lead into the cutscene before the combat section of the game (the one you see in the trailer) and start working on the tutorial for the combat -
which is the last task in the list below before Chapter [0] is done!
ππΎππΎππΎ
www.youtube.com/channel/UC4io...
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366 - 6
β«οΈPolishing the game (WIP 47):
Finished adding all the UI prompts teaching the player to jump.
Now for the last part of the movement tutorial...
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209 - 4
β«οΈPolishing the game (WIP 46):
Halfway through creating the second half of the tutorial sectionβs environment. To contrast the first half, I'm making the animation for when this part appears as if itβs being 3D-modelled in real-time as you journey through it (hence the editing software-like UI elements)...
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225 - 6
β«οΈPolishing the game (WIP 45):
Made & animated the UI prompt teaching the player to move. I also created an effect where the environment dynamically sketches itself as you move through it (and erases itself behind you), leading seamlessly into the 2nd lesson in the tutorial section - jumping.
This is now where I make the second half of the environment that the tutorial takes place in...
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β«οΈ [πΊ] ππΊππΎ πππΊπ ππΊππΎπ ππ
πΊπΌπΎ π£π΄π±π¨ππ¦ πππΎ π±π²ππ²πΉπΌπ½πΊπ²π»π ππΏ SWORD OF SYMPHONY πΆ.
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β«οΈ[πππ
π]-π½πΎππΎπ
πππΎπ½ π»π Stephen Ddungu πΊπ [πΊ] πππΊπΌπππΌπΎ πππππΎπΌπ.