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JetClassic

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A member registered Aug 13, 2016 · View creator page →

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Hello,

Our indie studio's first game in Unity is out today and can be checked out here: https://jetclassic.itch.io/factory-flight

This is a 2D puzzle platformer currently only available here on itch.io. It only has a few levels at the moment but we plan to add more in the future including new features at no additional cost. There are also plans to create mobile versions as well. Thanks for your time and feel free to check it out.


What I am certain of is that there’s a story I want to tell within it and that it is a bit more important than the systems the player uses to interact with it ie turn based battling. I intended to have a new, more portable laptop by now to allow me to be a more productive developer but things happened to prevent that as usual (I’m going to be a dad soon!). This combined with trying to figure out the exact direction I want to take Fallen Legends has led me to a bit of alternative development.

By alternative development I mean a focus on the story elements, potentially writing a FL book alongside/instead of the game for the time being. In the case of finishing the book first, I would have a development bible if you will of which to base the game on but book writing is it’s own project /monster by itself. On another front I am pursuing certification in project management which should also be pretty helpful in getting FL done in a more proficient manner as far as organization goes and studying & preparation comes along with that.

So with all this being said, no new playable release yet but this particular project seems to be with me for the long haul. If I don’t complete anything else, I will be satisfied to know that I produced something related to FL. It’s still just a matter of getting it done as well as what gets done.

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Download & play immediately via Itch.io (Windows)

It was a bit of a struggle but here is the first release. I think since this is the first version that I won't explicitly outline all of the features as they currently stand and instead just expound on additional features added in future posts. It's kind of funny how you can be so passionate about something at least until procrastination kicks in. Setting up a decent deadline however adds a bit of wiggle room and yet in spite of that I still found myself trying to get features in at the last minute. But artificial pressure is a good thing, it's called me to action. Needless to say, I'm sort of embarrassed at my creation but proud at the same time. Proud that I got something done but embarrassed in that I have (A LOT) more work to do on my game, so I can't let the alpha version alone represent the totality of my vision.


Be sure to follow the accounts below for the latest information and be sure to spread the word. This is only the beginning so be on the lookout for further updates. I believe I'll stick with the monthly version releases as it provides a adequate amount of time to deal with life and provides a little bit of pressure to get things done besides just having small tweaks here and there.

As somewhat of a perfectionist, it's pretty difficult releasing something to the world that is fundamentally incomplete and imperfect. From both a marketing and creative stand point however, not releasing anything at all is a bane on the craft. Subsiding this fear and notion is a bit tricky but I and I'm sure many others are actively working on it. There's no fear in failure but there is definite fear in being misunderstood, underestimated, or judged prematurely. But in spite of all of this, if you either enjoy what you play or can get behind my cause, feel free to support however way you see fit. Again, follow the accounts below, and shoot a email or something. Thanks for reading.

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Byond

Development is still in progress, more so in the design phase versus actual code creation.

Somehow I forgot just how difficult good map design is when it comes to creating dungeons and whatnot but I presume the only way to get better is to just keep on doing it.

I also finally got around to adding some talking npcs that will try to flesh out the game a bit, both random musings and a bit of the game lore itself.

Now that I'm slightly more organized as far as what else I would need to have a playable version (at least demoable) I still expect to reach my self imposed deadline of October 1st to have something ready.

I'm pretty decent with deadlines at work as a application developer so we'll see how well that translates to game development..

Fallen Legends community · Created a new topic Road to 1.0
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Until the game is in a somewhat complete state by which I mean playable to the end, I will probably post status updates at a variety of places including here and the links below.

Wordpress Blog

Fallen Legends @ Byond.com

Fallen Legends @ Facebook

Fallen Legends @ Twitter