In my previous post I’ve discussed my absence from the development of the Courier of the Crypts and the game’s future. I wanted to keep development progress for the wednesday recap topic because I have quite some images for you today.
After that long pause and going full time indie I had to organize myself. Plans, tasks, milestones, documents, spreadsheets and all that kind of stuff. I need to get more serious about planning now since it’s not just hobby anymore.
I’ve organized my list of press contacts pretty well and added new ones to it. No, there are still many more to add, especially non-english websites.
This can take pretty much time but it’s worth it. It’s really good to have plan and everything organized so you don’t have to scratch your head saying “What now, what now?…”
In previous post I’ve mentioned that I’m working on demo version and I just wanted to let you know a bit more about it. It will have 3 maps – tutorial map (which will be awesome), storyline map and one normal map. This alone should be enough for you to get a feeling what Courier of the Crypts is all about.
After giving the HUD some thought I’ve decided to redesign it. I wanted to change it a while ago but never took time for that. Point of redesign was to keep inventory closer to other stats and to cover everthing with nice thematic graphics. I thought that would be too heavy but it works quite well in the game. We’ll see but for now, that’s 2nd itteration for you.
Level design and screenshot
I’ve made another piece for one of the maps and I have nice set of photos to show you how it went from concept to realization.
And this is how it finally looks like in the game with lighting
Animated sword-and-lamp-holding fire spirit
I’ll continue working on that fiery fella and do some work on tutorial map. I still need to figure out some tricks to cover that tutorial purpose even more.
Next to that I’m redesigning Courier of the Crypt’s webpage because I don’t find it very attractive. That’s another thing for this and the next week.