Hi there, people of itch.io!
My name is Tamás Karsai (Spidi) and I've been writing a blog about my game development journey for a long while now. Since I released my previous games on itch.io (+ I'm planning to keep this habit of mine ;) ), I decided to share my posts with this community.
This entry is the first one for the new game I'm working on called "I am overburdened" and the first one when I published a video log entry too! I decided to try this format due to the following reasons:
- I'm writing pretty lengthy posts (I'm a blabbermouth) and at this day and age many dislike to read, what I totally understand, since a video log / pod-cast can be listened to while doing something else + it is usually more content rich.
- I also like to consume this type of content myself, besides following and reading blogs of many indie developers, I often watch video logs too about game development.
Content wise it essentially matches this entry, but has much more live stuff presented. I would like to continue creating these videos too (and would love to make them as frequently as my blog entries) as I had fun recording it, so I encourage you to leave a comment/critique here or under the video on youtube to help me make it even better (or fix annoying things about it) for the upcoming episodes.
So, here goes nothing:
So the new game I'm working is a small project, with the goal to complete it and take it to market in a short period of time (approx 3 months), focusing first and foremost on practicing my skills besides making a fun game. Currently I'm at a point where the design documentation (and the feature set) is finalized and most parts of the prototype is up and running.
I have to say, that designing a game with this tiny scope itself, which I would be proud to release and sell, was a challenge in an off itself and it took some time to pull off, but I feel like I succeeded.
The game idea.
So the game is going to be a small "arcadey" rogue-like with a fun twist to the tried and true formula. The core idea driving the design were artifacts/loot and a huge and messy inventory :). Every single item in this game is going to be unique with mostly unique skills and abilities (or a unique combination of them) on contrary to the procedural item design of many action RPGs. * Mystical zombie blood tainted socks of the necromancer *, you get the idea. Around a 100 items are planned currently, will see if I can create those in time. The other "weirdness" is the number of slots in your inventory, which is 20 :D :P . So from feet to head gears, everything, literally! The punchline is, that all of the character customization will be done by gear, no leveling, no extra maximum life received after killing a bunch of monsters. You have to get more "powerful", by collecting lots of magical artifacts and selecting your preferred bonuses.
A vertical slice of the features to convey a better idea for the final product:
- Turn based rogue-like with perma-death.
- Run focused campaign, playable in short bursts with lots of deaths/retries :).
- Huge inventory (20 slots) with a great number of artifacts to find.
- Carefully crafted RPG system with complex customization possibilities thanks to your inventory, but no leveling!
- Semi-procedurally generated dungeons using hand authored layouts.
- A funny story, packed with a vicious evil, puns, jokes and a hero with a surprisingly large carrying capacity.
- Hall of fame for remembering your best playthroughs.
So there you have it, I am overburdened. I'll finalize the prototype with all the core features in a few days. Afterwards I'm going to move onto mostly producing content for the game (dungeon layouts, monsters, items and abilities etc...), but probably by next week it will still look kind-of the same, as I'm planning to work on the graphics only at a later phase, when the game is already in a solid playable state.
You can follow the daily progress of the game too on it's
I could go on about this game for pages :D, but this should be enough for the first entry.