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Saturday, July 24, 2021

New Encyclopedia Entry: The Rogue Classes | Announcement

Another major entry is now available in the encyclopedia, this time covering more details of the Rogue class and its respective class specializations. The new entry can be found here.


The UI for the character generator has been finalized, (YAY!) and I've been considering what to do next since yesterday. The original plan would set me on the path to implement the in-game UI, which means going back to Inkscape and try to convert the related project to Affinity Designer. But I've been considering also other aspects, like focusing a bit on its mechanics and re-analyzing the laid foundation for main and secondary attributes.

Apart from this, I've been thinking about starting another project. Hold on! It's not a project to replace Underlair but a project far smaller in scope to provide the needed income to finance Underlair and perhaps letting me quit my current job to focus on game development. It's getting frustrating wanting to develop Underlair but instead being forced to relocate my free time and mental effort as a web developer (my current profession). With each passing day, this frustration is getting stronger.

Nothing is decided yet and soon I might have more info on the topic. I need to check with a friend of mine that is currently learning C# and wants to get into game development too. Regardless, even I decide to move on with a secondary project, I'll still keep working on Underlair and update Underlair's blogger as usual.

Stay safe!

8 comments:

  1. Whoa, that's a big step if you're really quitting your day job. I can see how going for a small-sized in-between-project could help you get there, but then, there are no such things as safe bets in indie game design...
    Still, hats off to you for even considering this at this stage, having wife and kids and all - I had never dared that and there have been times when I had been really unhappy with my job. But then, I didn't nearly have your skills or your dedication!
    Whatever you do, I'll stick around for it - and Underlair, of course! Just let us know if we can offer any support.

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  2. I'm not quitting my job without solid ground mind you. I'll probably create a small project just to see how it goes and then see if living off game development can be a reality. I don't have kids and currently, I don't pay house rent; these are two things that add tremendous bonuses to the cause. :) Let's see how it turns out!

    The best thing you guys can do to support me is just sticking around.

    There is a high possibility that I will post again with more info on this subject, before Underlair's weekly post. Stay tuned!

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  3. I think you have enough tech in the pipeline that can be used as a platform for a different type of game. Some tile-based puzzler, perhaps? Could even be top-down above some sort of "board".

    Did you consider pitching Underlair to publishers, btw?

    I used to work in hi-tech doing mostly graphic design for websites until I felt comfortable enough to "take the plunge". A few of my colleagues did the same (and, as coders, they were able to save up much more than I did XD).

    Beyond the financial calculation, I think it's also the culmination of longer and possibly subconscious process of maturation. At some point you just realize "it's time". It's a big decision with plenty of responsibility, but it's also reversible (or at least flexible).

    Anyways, sticking around for sure :)

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  4. Well, I've always wanted to create a strategy turn-based game and I think it's finally time to do it. But I'll keep very simple using 1/2 bit 16x16 tiles, top-down as you suggest. The inspiration comes from Rebelstar released in ZX-Spectrum back in 1986, which remains one of my favorite games of all time. While I'll still pondering about the whole thing, I can't help but start mustering some ideas for it.

    I've not considered pinching Underlair as I want to develop it at my own pace without external factors adultering its formula. I'm sure I can pull it off; it's just a matter of time.

    I just wish I really can quit my job in the future to be a full-time game developer taking great care of Underlair. :)

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  5. From what I watched, Rebelstar looks like what might have been the inspiration for XCOM. Does it essentially combine tactics and strategy into a single map?

    The human soldiers (holding a sword) remind me of the soldier (pawn) from Archon (the original). Come to think of it, that's probably my oldest game that I wonna remake myself. Fantasy chess, essentially.

    Well, publishers don't necessarily mess around with your game. Deals with publishers differ, particularly in terms of creative liberty and deadlines. You can get funded pretty much on your terms, though you'll probably have to adhere to some deadlines or milestones. Even those can be flexible, to an extent.

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  6. Yes, Rebelstar featured a large map where 2 teams would battle each other. The Raiders have the objective of destroying the ISAAC computer while the Operatives have to defend it at all costs. The author of Rebelstar is also the creator of the X-COM: UFO Defense :)

    Thanks for the additional insight regarding publishers. I'm currently checking with my wife how should I approach the whole game developer career thing. The needle is pointing at quitting my job right away, but I'm still pondering it.

    Btw, did you had to set up a company for releasing a game on Steam? I really need to learn more about this.

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  7. Ah, Julia Gollop... that makes sense :)
    Did you try Phoenix Point?

    We already had a registered company from doing a Kickstarter. From what I just read, you can publish a game on Steam as a sole individual as well. It's a pretty simple process.

    Steam's true mystery lies within its visibility algorithm. There's a lot of information about how to get promoted, some of it conflicting. The most important thing for you is to be able to establish a channel of communication through which you can reach your followers and direct them to a store page, once it's up. Newsletters seems to be the optimal channel from which users are most likely to take action from, although any media channel can compliment that and widen the CBA "funnel".

    Then, it's all about getting Wishlists. A good looking teaser page is just fine, even if just sits there. For both publishers and devs, Wishlists number is the prime indicator for post-release sales estimate.

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  8. Yeah, In the meantime I had checked Steam regarding going as a sole individual, that seems a viable option for me, atm. Thanks a lot for the info!

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