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Plan/Roadmap

Here I will be outlining my expectations for the summer and what I will change in each of my games.

TJoC:
I have some plans to update the game several times this summer. As I mentioned in the devlog on that project, I found James Bond to be not only thoroughly enjoyable but also a very good template upon which to build my own game. The plan is to transform TJoC into something that is fun to play and draws inspiration from both James bond and gin, containing more strategy than the former and more chaos than the latter. I will playtest it with four players, as it appears the game works best with four players, so this will give me the most valuable information.

Lycanthropy:
I am somewhat hesitant to dive back into this because of its sheer complexity. It is like a house of cards; I need to be extremely delicate when handling it or adding new features because one wrong move will cause the entire house to collapse--or in this case, cause innumerable bugs to spring up. Because I have never played the entire game through, I am not 100% certain that it is possible to beat and works as intended. There may still be bugs lurking in the current state of the game just waiting for me to encounter them. Nevertheless, I will be adding more features to Lycanthropy at some point this summer, taking care to make backups quite often. Fearlessness to re-enter the the thick woods of an ultra-complex completed game to add more features is an important quality to have as a game designer.

Speed Stallion:
I am not yet sure what to do with this one.  As a speed-based board game, it is very experimental and as such has plenty of flaws. I look to expand on the idea by cleaning up those flaws to prove that it is possible, although difficult, to successfully pull off such an unconventional idea. As for how I will do this, though, keep checking my dashboard for potential ways to proceed.

Music Mash:
I plan to keep Music Mash in its current state; no updates are planned for the moment. This is because the final result was never how I envisioned the game. I had to improvise to get around the issue of unequally spaced notes by embracing the random note spacing rather than trying to fix it. I am not giving up on recreating the original vision I had for the game, however; that project, when it is finished, will be uploaded separately. Starting from scratch is a likely possibility.  Rather than try to sort out the mess, I consider it easier (at least in this case) to start with a blank slate and maybe build the game differently, using different algorithms based on different pseudocode to get the game to do what I want it to. I may not get to it this summer, but I won't give up on it. Mark my words.

Other games:
I am currently building a TCG. Don't expect it to compete with the likes of Pokémon or Yu-Gi-Oh, but it should be interesting. I won't reveal anything yet, but stay tuned.

-slvrfshston

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