Devlog April-July 2017

Hello everyone, here is the news from the front.

First of all, sorry to have again taken so much time since the last newsletter. When I’m focused on a task, I still have a little difficulty in forcing myself to do some “community management”. Overall, everything is going well, the development of the game is progressing well, besides I begin to see the end of the development, even if it is still far away and that there are still many dangers to come.

First pennies

That’s it, I finally won my first pennies, thanks to the sale of Unity assets, and that’s good :)

I probably have misjudged the market because it will not be enough to finance the rest of the development of the game. So I went back on my previous decision to make assets, and I now focus on the game. I will have to find an alternative solution to finance it, maybe with a Kickstarter near October.

Ultimate Screenshot 1.2

Even though I focus on the game, I spend a little bit of my time finalizing the latest version of Ultimate Screenshot Creator 1.2, that I started a few months ago. With this version it will be possible to take in-game screenshots on any platform. This version will even allow the automatic addition of images in the Android and iOS galleries. This version should be completed soon, in the meantime you will find more info about my assets on www.wildmagegames.com/unity.

First part almost completed

In order to set a shorter-term goal, I decided to split my game into four parts and to focus on finalizing them one by one. So I’m working on the first one, and it’s almost completed.

It means that I have revised the level design, reworked all the 3D models and created all the missing ones, reworked the atmosphere and the light, the programming, the gameplay, and all that is necessary for this part to be as polished as possible. Here is an example of one of the caves of the game:

Even if there are four parts, finishing this one means having finished a lot more than a quarter of the game, but rather 75%, since it implies finishing a lot of elements that are also found in the other parts. It will also allow me to have a “final” version on which I will be able to iterate and add content little by little, and thus better control the durations and budget.

Almost feature complete

I will soon have finished to code all the game elements.

To improve performance, I have implemented a continuous level loader, so that only objects close to the player are activated. It greatly improves performance.

I have implemented two procedural systems: creating rivers from curves, and creating random distributions from polygons, to place objects in the scene. I will detail these elements in future logs, but here is an example of mushrooms generated with my method, which takes into account the obstacles during the generation:

I worked again on the dialogue system, and it is now much more robust and powerful. In particular, I needed to create dialogue lines that could only be said once, and hubs. Here are two test dialogues that illustrate these new possibilities:

 

I am currently completing the localization system to allow the translation of the different game elements.

I will finally have to work on the inventory to correct game-design issues that have appeared during playtests, especially on the shortcuts management.

Website style and content update

I made an update of the website style and content. I wanted to give it a more professional look. I invite you to tell me what you think of it!

Roadmap

Once I have finished programming the last elements, I will finish the few 3D models missing for this part, the 3D model of an adventurer, and finally the game logic (dialogues, interactions, sequences).

I will then iterate on this part until the game experience is representative of my original idea, and until the game is good. I will also need playtesters in a few weeks, I will send an e-mail about it when it’s time, but do not hesitate to let me know right now if you are interested.

That’s all for this big devlog. You may also have noticed the new layout, do not hesitate to tell me what you think.

See you soon,

Arnaud

New Unity 3D assets

That’s it! After several weeks of work and more than 20 days waiting for validation,
my first two assets are available on the Unity Asset Store:

Ultimate Screenshot Creator

Ultimate Screenshot Creator is the most complete and customizable screenshot creator available on the Asset Store. It’s the perfect tool to create promotional content,  wallpapers, screenshots for mobile gaming stores, and more.

https://www.assetstore.unity3d.com/#!/content/82008

 

MultiResolution Preview Gallery

With MultiResolution Preview Gallery, you can easily preview your game in several resolutions, aspects and physical sizes (ppi) at a glance. No more bad surprises, no more tedious checks. This asset will save you a lot of time, that you can use on your game!
https://www.assetstore.unity3d.com/#!/content/82015

 

More information can be found at www.wildmagegames.com/unity

Devlog February-March 2017

Hello everyone, here is the news from the front.

Greenlit

For those who do not know yet, the game has been Greenlit! That means that when my game is ready I will be able to sell it on Steam, the biggest PC platform. This is very good news because it was an indispensable step.

Overall the feedback was positive, and I was lucky to have three articles written about my game:
https://www.gamingonlinux.com/articles/clean-up-after-a-dungeon-master-and-discover-secrets-in-almost-epic-adventures-the-goblins-week.8881
http://www.siliconera.com/2017/01/10/adventure-game-explores-life-dungeons-goblin-janitor/
https://www.gamestar.hu/hir/almost-epic-adventures-the-goblin-s-week-222902.html

The game was Greenlit in 19 days with over 870 votes yes on 1400 votes (60% yes).
It’s good but not crazy. Indeed, my game was Greenlit in January at the same time as a hundred other games, of more or less good qualities, and my stats are far from those displayed in the current top 100. Plus, I have gained almost no subscribers on the site and social networks. In these conditions, it is difficult to judge the real interest in my game.

I’ll make a more detailed post on all that later.

Anyway, thanks to everyone who shared the info and who helped me to be Greenlit :)

Unity Assets

That’s it! After several weeks of work and more than 20 days waiting for validation,
my first two assets are available on the Unity Asset Store:

  • Ultimate Screenshot Creator is the most complete and customizable screenshot creator available on the Asset Store. It’s the perfect tool to create promotional content, wallpapers, screenshots for mobile gaming stores, and more. https://www.assetstore.unity3d.com/#!/content/82008
  • With MultiResolution Preview Gallery, you can easily preview your game in several resolutions, aspects and physical sizes (ppi) at a glance. No more bad surprises, no more tedious checks. This asset will save you a lot of time, that you can use on your game!
    https://www.assetstore.unity3d.com/#!/content/82015

More information can be found at www.wildmagegames.com/unity

Roadmap

In the next few weeks, I intend to continue to create assets to have enough income to finance the further development of the game.

See you soon,

Arnaud

Greenlit!

Good news, everyone! Almost Epic Adventures: The Goblin’s Week has been Greenlit!

I really want to thanks everybody who supported my project on Steam and/or took the time to give me some feedback :) I was especially happy to see that the game concept interested some of you, and that my target audience may really exists :p

What’s next? I am working hard on the first alpha version that will cover the first days of the week.
After that I may try to run a Kickstarter to be able to work with a few contractors to improve the game.

In any case, I will keep you informed.

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