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Finding the "look and feel" of my next game

It's been a quiet but productive few months. I've been chipping away at my (still unnamed) action-adventure game, and today I finally have something new to show.

Here's an early look at the first few introductory areas:

I've been busy experimenting to find the right "look and feel" for the game. Instead of focusing on just one area at a time, I've been approaching the development from several different angles at once:

  • Graphics: Sculpting 3D models and assembling a custom asset kit, while experimenting with lighting and camera mechanics.
  • Audio: Composing soundtracks for different environments and synthesizing sound effects.
  • Game systems: Implementing the core of the inventory, character interactions, and dialogue systems.
  • Level design: Building custom engine tools to speed up world-building, experimenting with puzzles and encounters to find the right balance of pacing and complexity.
  • Engine optimizations: Implementing systems tailored for this genre, ensuring shorter load times and smooth performance.

As a result, I don't have one single "final" feature yet, but the overall picture of the game is much clearer to me now. It's a more laid-back process compared to my usual workflow, but it keeps things interesting to help me stay motivated. The game is much more ambitious than my previous projects, and I would probably burn out quickly if I tried to rush the development.

Overall, I think I've got a solid foundation for a game. Now that I have some usable building blocks to play around with, the next step would be to use them to fill the game with content.

It feels good having something presentable to show. I'll try to write more frequently about the game, now that it finally seems to be coming together.

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