Wk04_1002
First of all, soooo sorry but I completely forgot about devlog last week...I've published it here: //OK i haven't finished it so sorry
Sorry for any inconvenience :(!
- which of Michael Brough's steps seem most important to you? why?
I feel that any step involving these are the most important: the belief that the game is going to exist and be good, and the determination to make it happen.
I've participated in 48/72 hour game jam three times and every time we managed to make something playable and cute. But the games were never as good as we thought. We would talk about polishing the game and remaking the game A LOT in the fist few weeks after the game jam but then gradually everyone just stop mentioning and think about our games at all.
Therefore I feel that if anyone with such a strong belief and determination about his/her/their game, anyone who just never hesitate to spend time on his/her/their game for years could sooner or later make it happen.
- so... what is your midterm game concept? (2-3 sentences maximum)
Packing and leaving.
Packing together and leaving alone is one of the things I do most in the past 3~4 years in college. I almost never managed to not to cry every time I say goodbye to my family at the airport or the bus station.
- what will happen in it? how big will your game world be? can you build all that?
I hope player could remotely feel the loneliness and sadness I have every time I pack and leave.
It would be a simple world with a home, a station, and a long long journey with nothing but the character itself.
- what will be hard to make? foresee any difficulties? what do you need to learn to do?
Conveying the emotions would be the hardest to make. But even AAA games struggle with that so I'm OK.
Devlog: ChloeJu
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