After years I have finally took a whole weekend off to participate in my 3rd Ludum Dare. Why? Because I love Ludum Dare and to test myself how much I have progressed as a game developer over time. This is a short post-mortem of Penance, a game I’ve made for the LD compo.Read More
l’Abbaye des Morts by Locomalito is the reason itself why I started Indie Impressions in the first place so it should deserve to be the first one I write about. Few years have passed since I played and finished the game and I still think this is one true masterpiece. It is hard to explain my feelings but as it says on the game page: “The lack of details turn on the player’s imagination, creating a unique experience for each player.”
Few months passed and 2 new maps were finished, local achievement system implemented (more about that in the next post) and additional polishing was done all around the game. Game is getting close to its final release but there is still a lot of work to be done. Today I will be talking about the polishing process, how I approach it and what is the idea behind it.
Last month I was on another perilous adventure with the Courier, which has to be shared. Or at least I want to have it written down so I can keep it here as some kind of journal entry.
As you might know, the Courier of the Crypts OSX release didn’t go as smooth as it seemed. In fact it didn’t work for most of the MAC users as far as I know but due to heavy life schedule I simply didn’t have the energy to find and hunt down all the issues (read more about first time OSX porting here). I was postponing this and 2 feature updates for PC version were released meanwhile, which wasn’t really fair and just since there were still OSX buyers on Steam who paid the money but didn’t get anything in return. Guilt was eating me alive and some nudges here and there pushed me to get back to OSX porting to make it working this time.
I’m sure you know a lot of games which have a console implemented one way or another. And it is not just for entering your cheat codes, it serves a higher purpose and that’s to make developer’s life easier by entering various commands for debugging.
Through all the years of the development, I had a big need for a console but for some specific reason I haven’t implemented it. I regret this so much now because I know it would save me countless of hours of debugging, switching between maps, placing various objects for testing immediately instead of placing them in the map editor…well, that’s just a few reasons among many others.
As a developer, you should have the console implemented at the beginning. Yes, I won’t argue and I will try to persuade you into this by showing you how the burden was lifted by finally implementing it!
As you could see, I have been quiet about the development lately, very very quiet. However, I released two content updates into the wild meanwhile so it’s not like the game is dead or abandoned, as always, it’s far from that. Time is just a very limited resource at the moment and I rather spend it on game development than writing regular blog posts and spreading the news around the social media as I did in the past. With that being said, things will change slowly from this point on. If you were not following the game on Steam then I may have some big news for you – in September, I released the final content update for the Courier of the Crypts before the final release. The very last update!
Facepalm, sigh, nervous finger tapping…more sighs and facepalms. That’s how will I remember the experience of porting the Courier of the Crypts from Windows to Mac OS.
I want to share the story of the whole porting procedure with you, what problems did I have and how did I feel through the whole experience as a MAC virgin. Maybe, it will also help the future me and others with the same problems.
Few months passed since the last update but I finally made my appearance to write another lengthy blog post to cover up for last few months – last two content update to be more precise. I hope you all had a great time meanwhile.
As you know, my life got a bit busier in last year and when I have free time available I work on the game instead on blog posts although there is a lot to write about (development, progress, tutorials etc.) but I promise I will find more time for blog posts.
Content: Content Update 6, Content Update 7, MAC Build in progress
Hello again everyone after a long pause. I hope everyone is doing fine and your Halloween preparations are in progress, however you’re going to spend that tiny holiday.
I was working hard in my free time to produce a content update for the Courier of the Crypts containing 2 new maps but sadly I’ve only managed to release a small update with changed Cathedral map ending and Halloween themed main menu screen (and some fixes here and there). Last releases weren’t as polished as I wanted them to be so I’ve decide to slow down a bit and rather release better stuff than lots of poorly made content.
2 new maps are both almost finished so you can expect new content update soon. Now, if you don’t have anything do to on the Halloween, why not give a Courier of the Crypts a go? If you don’t own it, it’s 20% off on Steam wink
As you could see there was no blog post for about 3 weeks now. There was another big gap before that so I need to explain a bit what’s going on with the project and my life. Expect this post to be a bit longer but you may find some logical explanations for the mysterious gaps at least.