Creating a game, any game, is a journey of passion, perseverance, and creativity. And is often as frustrating as it it rewarding. But the rewards are always worth it. Even if it doesn’t seem so when you’re up to your elbow in code and are gnawing your own arm off in frustrating.
The development process of Game of Runes was a labour of love, fuelled by a love of writing, illustrating and storytelling. Every step of the journey - whether a painful slog or a joyous leap - was guided by a desire to transport the player to a world of myth and adventure.
It began with a blank piece of very ordinary A4 paper and the cheapest pen. From these early scribbles and word a storyline emerged, and from the bare bones of a story so did characters, and encounters, and traps and heroes and villains and those in between. But every game I make begins with pen and paper. And a task list. i.e. a to do list.
Every day begins with a task list. And early in the process this task list grew and kept growing the further we went. But eventually the rate of growth of the task list
Every thing on the task list is a creative and technical hurdle. They’re usually defeated by head scratching, trips to the kitchen for yet more coffee, deep breaths, bouts of manic guitar playing.
But sometimes, when no inspiration can be found, obstacles are just bullied out of the way or pummelled into the ground.
And eventually the task list starts to shrink until the day arrives when the last task is crossed off the list.
And that task is always the same one word. My favourite word.
Upload.
Thanks for reading.
I hope you enjoy playing Game of Runes https://gameofrunes.itch.io/game-of-runes
It's also available as a paperback gamebook from Amazon
tinyurl.com/GOR1book
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