"2+ Months of Silence" - Gameplay
·Welcome to part IV of us being bad and…okay enough!
This time - art, social powder, gameplay and the road ahead
We're almost done with an artistic prototype. Shortly we should have a basic, rough gameplay with all the key technical stuff figured out.
Let's start with the art. There's been a lot going on in the art “department”.
We needed to accommodate the creation of the gameplay mentioned above. That includes some setting screens, prototype maps and battlefields
Art is pulling ahead, to accommodate future needs — the vertical slice. This keeps art at the forefront while we focus on assembling some technical aspects:
On a social side we've launched a side social project on Discord where we aimed to share visual updates regularly. We've dubbed it "Chronicles," and it's solely focused on the world our game is set in. It helps us visualize various components of the game world that we'll later incorporate into the game. The idea was for it to be a pulse indicator, regularly reminding everyone that we're here and we're serious about moving forward. Plus keep us tuned, focused and on track. Below are some samples of the art we've produced for "Chronicles." We also share accompanying information in Discord, join now and get all the future updates for FREE!
As for the promised gameplay, don’t judge too harshly. Below is the very first playable version that we'll build upon as we progress—whether it's refining game design, adding missing art, or implementing new mechanics.
It may not seem like it, but a ton of groundwork has been laid to make the gameplay above possible. So come on, give us a cheer! We're working hard over here!
Now about the Supernatural
As a long-term goal we need to wrap up the prototype and shift our focus to creating the vertical slice. The vertical slice will be a fully playable, condensed version of the game.
Now this is HOW we want to do it:
- Keep the news and social transparency aspect more consistent, cut down extra, keep manageable, come up with something like a schedule.
- Iterate over gameplay internally until we are more-or-less happy with where it is. Put it out somewhere like “itch.io” to start gathering feedback.
- Delve into TCG / deck building game design aspects, game design in general, balancing etc.
This sums up what we had to say for now, see you next time, sooner this time!