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Showing posts from October, 2018

Lights, Camera, Action!

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Trailers are probably the most important way indie developers can introduce their games. They're extremely vital, which is why I came out with one so early. But looking back, I think the messaging in this first video wasn't as clear as it could have been. Good trailers highlight, they don't summarize. They show you why the game is fun and worthy of your time. My first trailer focused too much on the game's origins, and not enough on what makes the game interesting. I also think it relied too heavily on motion graphics, which went against the real-world vintage textures found in the game. So, I'm filming another trailer. This one requires a lot more production, and I've spent the last few days assembling a collection of spooky props. These objects were sourced them from my neighbor's basement, Target, Ikea, and a few I've picked up at rummage sales. Props in the trailer relate to various elements of the game, highlighting all the coolest featur...

Balancing Act

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Creating a game means balancing a great deal of things simultaneously. Focus on one aspect too much, and the whole project risks falling apart. Here's a list of things I'm always trying to balance: Development of the game itself vs marketing it on social media and blogs. Polishing the story vs polishing the gameplay. Spending time at the computer vs exercising and getting outside.  Purchasing assets vs keeping the costs down. Making the game polished vs actually finishing it! And that's just an abbreviated list. There are lots more balancing acts to consider. For me, the secret to achieving a good balance is learning to prioritize and knowing when something is "good enough". There's the old saying that projects are never finished, they're simply abandoned. While I think that's a little harsh, there is some truth to that. The good thing about modern games is they are very easy to update. That doesn't mean I want to release an unfinishe...

Medium Mechanics

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With the rise of spiritualism in the late 19th century, mediums became quite popular. These psychic individuals claimed to have a special connection with the "other side" and performed seances to exhibit their paranormal skills. Many of the game mechanics in HAUNTIBLES are directly inspired by techniques employed by mediums, as I think they add a spooky layer to the experience. Here's a breakdown of the main parts I borrowed... Ghost Guides - Mediums traditionally connected with the same specter each session, who either possessed them or entered the room as an apparition. These ghostly guides acted as MC's of the spirit world, introducing other poltergeists or just imparting wisdom on their own. There's a ghost in HAUNTIBLES who acts as your guide to the spirit world. She doesn't say anything, choosing instead to communicate through the objects she materializes, known as apports . Apports - the mysterious appearance of objects due to p...