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Development Log #5

1) The jam was fun! I enjoyed playing my classmate's games and seeing what engines they used and what unique aspects they added to their games. I found it interesting how everyone's creative side has its own way of being shown in each game.

2) I am most proud of the setting in Maze Master. Not only in a visual context but as well as the overall size of each level. As a gamer myself I always appreciate when gaming maps have good attention to detail and accuracy when portraying something. It took me a long time to do the setting and I love how colorful and accurate to the seasons it is!

3) When using RPG Playground I learned that the narrative portion of my game would be useful for giving context and helping the player understand the objective. The engine itself helped create a great setting of colorful mazes and set the scene for each part of the game. Balancing the two helped create a quest-based RPG that was somewhat intuitive.

4) I used the majority of the documents from my portfolio. The only changes to the game I made were: I changed the name from Coin Collector to Maze Master, and I got rid of the idea of collecting coins (as RPG Playground didn't have coins). The general premise of my game stayed the exact same. I had originally intended for the game to be more futuristic but because of RPG Playground's mid-evil theme, I went more that direction with it.

5) The main thing I noticed was how my classmates used narrative in different ways to help enhance their games. Some of my peers used narrative to help with objectives while others used it to tell a story.

6) My favorite game was "Nothing Can Ever Go Wrong". They did an amazing job making the game an actual novel that felt like a legitimate video game. The setting and narrative were amazing!

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