Posted March 16, 2023 by Genryuu111
Hello everyone, first time posting a devlog!
With this first post, I'd like to tell you about the reasons this game was born.
In the past years, my main focus in videogames shifted from JRPGs and some action games, almost entirely to roguelites, with the main culprit being The Binding of Isaac.
There is something addicting to them, and the way one can just start and finish a run, feel a lot of satisfaction when winning, or on the other hand losing, and feeling that need to start *just* one more run. They just appeal to me, and they're now the only type of game I feel like playing for hours at a time without feeling bored.
I have played many of them, and another notable one is Slay the Spire.
Compared to Isaac, it's slow paced, gives you time to think, in some aspects it is even better for the type of person I am.
I really loved the game, and got back to it many times through the years. But I felt something was missing, a reason why I spent more than 1000 hours in Isaac, and just 250 in Slay the Spire, despite liking it so much.
I tried to look for more roguelites, and especially deck building ones. It's a genre that has grown in popularity in the past years, but in my opinion there are *some* gems, in a sea of mediocre or bad ones, especially when it comes to deck builders.
After playing many, I came up with some reasons why I liked some more than others, why I could spend hundred of hours on some, while others lost my interest after 20.
Overall, I think these are the points that make a roguelike a GOOD one to me:
There are of course more things I considered, but I'll leave them for future posts.
And, since I couldn't find another game that would hook me for hundred of hours, I decided...I'll make one myself! I'll make the game I feel is good, for myself.
Whether I'll actually be able to make it as amazing as I want, that's another story :P
It all started like that, with basically zero experience in programming (I did some in high school, but let's say I basically just knew what a loop and an "if" mean).
I have a dear friend who's been working in the videogame industry for years, and he suggested me to go with Unity. And, since I was having "trouble" starting to learn C#, he advised me to try Visual Scripting.
I have to say that I don't regret the choice for now. I know it has its limitations, and that I will need to learn some C# to support my Visual Scripting coding, but at the same time I find it a very nice approach to programming, and I think it also has some upsides to Visual Studio and C#.
As for why I went with pixel art: I've always liked drawing, but I never got great at it, and especially in the past years that's been a skill I haven't practiced much. I tried drawing environments and sprites by hand first, but especially the environments didn't convince me much. Another option I had was to go low poly 3D, modelling in Blender (which I've been using as a hobby for a few years). While this was viable, I soon realized that it would take TOO MUCH time for a single person to model each entity, pose and animate them.
On the other hand the SINGLE style I didn't want to touch is 2D drawn, animated with bones. I simply HATE it, in my opinion 90% of games made in this style look like garbage flash games.
And so I moved to pixel art. While it was a style I wanted to avoid in the beginning, especially because it's been overused in recent years, as soon as I started, it clicked with me, and I noticed I could convey my usual drawing style nicely with it.
I still have a lot to improve in both coding and pixel art, but all things considered, I don't think I'm doing too bad.