The WizardChess Devlog Series
32 videos • 324 views • by TwoPM Studios
1
Designing a Tactics AI System for Our Indie Tactics Game - SoTF Devlog #1
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2
Procedurally Generating Levels - SoTF Devlog #2
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3
Iteration & Motivation - SoTF Devlog #3
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4
How to get back to work after a break - SoTF Devlog #4
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5
Redesigning our map - SoTF Devlog #6
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6
November Update - SoTF Devlog #5
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7
Visual storytelling - SoTF Devlog #7
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8
Progression, scaling, skill and luck - SoTF Devlog #8
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9
[Private video]
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10
Boss design - SoTF Devlog #9
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11
Upgrades, People, Upgrades - SoTF Devlog #10
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12
[Private video]
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13
Welcome to the Fae World - SoTF Devlog #11
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14
Re-roll EVERYTHING - SoTF Devlog #12
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15
Welcome to WizardChess - Devlog #13
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16
WizardChess v0.5 - Devlog #14
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17
WizardChess v0.5.5 - Devlog #15
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18
Redesigning Unit Unlocks (Devlog #16, WizardChess v0.5.7)
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19
Every game needs a giant snake (Devlog #17, WizardChess 0.6.0)
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20
The tournament begins... (Devlog #18, WizardChess 0.7.0)
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21
Introducing: Arabella, the FaeQueen (WizardChess 0.7.5, Devlog #19)
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22
What makes a boss fight fun? (WizardChess Devlog)
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23
Can you ever really finish making a game? (WizardChess Devlog #21)
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24
An hour of gamedev in 3 minutes (no talking)
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25
Adding a new unit to my game (in 4 minutes)
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26
We destroyed the balance of our game... for science
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27
What if your game isn’t fun?
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28
When does a game become a product?
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29
How should you respond to bad Steam reviews?
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30
Can you really make a game part-time?
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31
How difficult SHOULD a roguelike be?
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32
bzzzzztt
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