BUSHIDOG is canceled, here's why [THREAD] :🐾
disclaimer :

-all the gifs i will share here are very rough, there were just for @Cakeprediction to show me the advancement of the game.

-pardon my french.🐾
so... at the beginning i wanted to do something like "way of the samuraï in 2D", so i started to create some sprites and thinking about the actuals mechanics of the game.🐾
the idea was :

-a world were you can attack everyone, and were you only met "uniques NPCs". no ennemies, no trash mob, just NPCs that will react to your actions, depending on how you play.🐾
-i wanted the game to not have any text, so the player would have to figure out how to act depending on animations and the behavior of the others characters.

-the game will have permadeath.🐾
-i also wanted it to be kind of short (i was hopping for 3-5 hours), so if you died it's not too frustrating to start again.

-challenging fight, so you hesitate to engage any attack with peacefull NPCs.

-NO randomly generated world, i wanted to craft it with love.🐾
then i post my idea on a forum (tigsources), and @cakeprediction join me. we were both inexperimented in making games, but cake already made some prototypes and it look cool !🐾
at this point we started "prototyping" the game, it was very messy and we were unsure on severals things, but it was very exciting (like everytime when you start a new project).🐾
after some times, we started to change a little the game.
it was now something in between the first idea ("Way of the samuraï in 2D") and FTL (we both love the game (who doesn't ?!)). so we put random generation into the mix.🐾
it fixed a lot of the issues we had at the time. but make the game a little more generic. after some times we decided to came back on the original idea, we also reduce a little the scope of the world. and we decided to create a demo of the first area, to try to reach publisher.🐾
at this time it was very difficult for me, because i'm making comics on the side, and i was working as a bartender the night. so i didn't have a lot of time and money (spoiler, i'm still in the same situation). so finding a publisher seems like a good idea.🐾
this demo was very long to do and we never achieved it. the thing is that this game was VERY demanding on assets and animations. because all NPCs was uniques, and the world itself wasn't made of tiles, every area and NPCs was a lot of work.
it was very discuraging.🐾
at some point, i say to @Cakeprediction that i wanted to reduce the scope of the game A LOT. like what was just one area before became the size of the entire game now.🐾
the new game was all in a basement from where we needed to escape, the enemies where now robots, so there were no uniques NPCs anymore. one boss, some story element, we also add a jump (that was not here before by the way), so we can do some plateforming stuff.🐾
after some work on this new version, we decided to stop making this game. and it was VERY releasing. the game we were making was sooooo far away from the first idea,
it turn out to be very generic in the mechanics, and we wasn't very happy about it.🐾
with all thoses years, we really learn a lot of stuffs. animate sprite, designing the game itself, scope, coding, etc... 🐾
and it was great, i'm very glad that we really get along with @Cakeprediction, and i'm so ready to start
a new project with all this knowledge... speaking of wich...🐾
we already start prototyping new stuff ! i don't want to talk about it right now, because it can JINX us, but we are really into and i'm so happy about it !

we will show stuff when it's a little more polish.
cheers !🐶
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