← Return to Chance and the Time Wizards' Curse
Devlog
- August 16, 2024 by Matt Deamer | Long Trail Games#Top down, #adventure, #pixel art, #action adventure, #game development, #Retro, #game dev, #2d, #Singleplayer, #Fantasy, #godotOver the past few weeks I’ve been heavily invested in the look of the game as well as updating story aspects. I have developed my pixel art skills to the point where I feel confident in making large... Continue reading
- July 24, 2024 by Matt Deamer | Long Trail Games#Pixel Art, #Adventure, #Top Down, #Game Development, #Zelda Like, #RPG, #SNES, #Action, #Devlog, #BraindumpIt has been a long time since I did much in the way of pixel art. I think the last time I did it properly was while I was at university, and before that, in the early days of RPG maker I did some tile... Continue reading
- April 11, 2024 by Matt Deamer | Long Trail Games1#Brain dump, #organization, #tasks, #game design, #design, #writingI have a confession: I am terrible at managing my own time. Or at least I have been in the past. When I made Rift Defender I felt driven and had a clear goal. I kept track of my thoughts and built a s... Continue reading
- April 10, 2024 by Matt Deamer | Long Trail Games#Story, #Game Deign, #Art Design, #Naming, #Character Design, #Thought Process, #Brain DumpChance and the Time Wizards' Curse. Giving my game a name has made it feel a lot more real, I've been referring to it as 'Rando' or 'Legend of Rando' but that name quickly lost its meaning. While codi... Continue reading
- April 09, 2024 by Matt Deamer | Long Trail Games#Development, #Design, #Progression, #Adventure, #Action, #devlog, #item progressionOver the last few weeks, I've done several things with the game. What people might immediately notice is that I've given the game a proper name and some key art. I will talk about that over time, but... Continue reading
- March 06, 2024 by Matt Deamer | Long Trail Games1#Code, #c#, #randomizer, #Zelda-Like, #Adventure, #item locations, #logic, #designPlacing items in to randomized locations can succeed or fail based entirely on the approach you take. For the most part of my time with this problem I had taken the approach of placing items into my l... Continue reading
- February 29, 2024 by Matt Deamer | Long Trail Games#Randomization, #Logic, #Design, #Zelda, #Discussion, #Adventure, #RoguelikeAt the core of Rando is randomization, but at the same time there needs to be some logical structure applied to the assignment of items. In Zelda ALttPR if you play a seed with logic applied the gener... Continue reading
- February 27, 2024 by Matt Deamer | Long Trail Games1#Design, #Zelda, #Thoughts, #Top-Down, #Randomizer, #Blog, #Devlog, #Struggles, #MotivationThis post marks a return to development for me. I've been flirting with it for a few months, and for a few months more I've been filling my head with ideas for a project I'd like to tackle. It's been... Continue reading