Posted August 06, 2020 by Tower & Moon
When the jam started, I figured I'd build this game and walk away from it. But as I started working, a few things changed.
First, I started world building. I think some of the elements of Unduhagge probably seem very random, and indeed some of them are, but as my work progressed I thought more and more about what the story was, who Mina Mori is, and who her lost loved one was. I didn't get to explore this in the game as much as I could have. That world is still with me, and I want to share it.
Second, with all the time I had to create art, my skills and comfort with pixel art grew quite a bit. I'm by no means a serious professional, but I managed to pull off some things I wouldn't have even kind of imagined at the start of this adventure. I want to keep improving.
And then there was the programming. I like rm2k3 as a prototyping tool for aesthetics. It's super light weight, it imposes specific restrictions, and you can make maps with relative ease. But as I was working, I thought more and more about its limitations and how I would do things better. Obviously, it's not legal to reverse engineer the engine, but I started thinking to myself: maybe I should move on to a different engine?
Maybe I should even make one.
I want to keep making this game, and I have a few thoughts about how I might accomplish that.
There's a lot to think about, but I ultimately plan to continue this project. As my final school year approaches, I expect to be a very busy boy, so navigating multiple projects might overwhelm me.
More to come.
- Christopher Risewick