Dev Diary #6 – New Campaign, Proc-Gen Maps, and more!

It’s been quite a long time since our last update, but we’ve made a lot of progress.

Since our most recent gameplay video showing a prototype of a Campaign/Encounter pairing, Hong and I have been hard at work for a couple of months developing new character art, entirely new environment tilesets, and have effectively rebooted the project’s codebase.

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Dev Diary #4 : Artificial selection

Now that we’ve been working pretty much full time on Salvage for just over two months, my long-held and absolutely foolish belief that it’s better to delay sharing progress until the game is at a reasonably presentable alpha state is starting to seem like a serious psychological concern. So, while I retain the right to ramble at length about the past few months’ work in future, I thought I’d write a quick update on what we’ve been working on. Continue Reading…

Weekend Game Jam #1 : That’s No Moon

In an effort to break both our absurdly lethargic posting pattern and the grind/desperation of working full-time on our first-ever commercial game project, Salvage, Hong and I decided to take a lesson from the hip indie devs of recent years and hold a weekend long house game jam. The goal was simple: brainstorm Friday night, begin work Saturday morning, playtest the build with some friends on Sunday evening.

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Struggle Dev Diary #3 : Procedural Level Generation (Part two)

It’s been quite a while since the last post, where I detailed a simple method for creating a procedural but orderly cluster of connected rooms. The next logical step was to weave corridors between them, in as stylish a manner possible, ideally including some branches or diversions so that some exploration was encouraged.

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Struggle Dev Diary #1 : Introduction

Struggle encounter prototype screenshot

Struggle is a game project we’re currently moonlighting the development of. It’s a turn-based strategy game that pairs a procedurally generated campaign with similarly generated encounters. It’s being built in Unity, with myself filling the roles of game design, programming and feature-creeper, while Hong will be busying herself with all art, animation and effects.

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