Ever since Moonring dropped last year I have found my endless tinkering with gamedev stuff becoming increasingly focused. I grew up on squareskipping rat-toucher games (its a catagorisation that I have come to embrace thanks Sin Vega!), and for the longest time I have wanted to make my own. Unfortunately I didn't really see a way to make these in a way that felt satisfying until Moonring came along. Somehow that gave me the energy to try and build a thing that scratched this long term itch.
Of course I do this standing on the shoulders of giants when it comes to tools and assets; PhaserJS, Rex Rainbow's plugins, Kenney's assets, and Ourcade's tutorials all provided me with the building blocks in needed to trying and make this thing. Why PhaserJS? I have been a web developer on and off for a long time and wanted to see what can be achieved in a browser these days (to some extent I can trace this back to being enamoured with SharpFives' Git Game Jam entry so long ago).
I'm have my ideas for how this game might take shape, but with a few key exceptions one person enterprises in this space can take time, especially if they are made when time allows. Also I have learned alot about making these things in PhaserJS and would like to share some of that as I go about my business, so that will probably form the bulk of this devlog (in the short term at least).
And so it begins :-)
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