Oh, boy! What a week! The release of the first trailer video and opening the Steam store page while juggling with press releases and PR has meant that progress on the development front has been quite erratic this week. Nonetheless, these activities are really important, for what’s a good game worth if only a few people know about it? In this time and age, it’s not uncommon for even big games with big publishers to fight for their place in the spotlight, so for small indies like us getting the word through on the right channels is crucial for success.
That’s why we’d like to ask a little help from you. Please consider wishlisting our game in Steam and telling your friends about it. The Steam page also has a full description of the game along with new screenshots.
We are glad to announce that Druidstone has just reached alpha milestone! Alpha in our terminology means that the game can now be played from the beginning to the end and all major features have been implemented. Sure, there are some rough corners and the fat and variety is still missing (more equipment, abilities and the like) but the main campaign is now there. It’s always a special moment to play through a game in development for the first time, and our very own Juho has been fully occupied with that tasks for the past days. Luckily, he encountered only three crashes (which have been fixed already) and a game breaker which caused all equipped items to get lost in the middle of the campaign (oops!).
Next week we are going to regroup, go through the feedback gathered during the alpha test and form a battle plan how to get Druidstone to beta. We suspect the TODO-list is going to be rather hefty, but this is normal and nothing to worry about. 🙂
Hi! How are you, folks? Here’s a quick dev update before we head off to summer holidays!
The last update is already from February and quite a lot has happened since, as you’d expect. For instance, the guys have been cranking out new enemies at stellar speed and the enemy gallery is now up to whopping 37 enemy types, not counting variations. That’s a lot considering our art team consist only of our dynamic duo, Juho and Jyri who are modeling and animating all the monsters!
On the gameplay side we’ve been concentrating on building the length of the game in the form of new levels. Our current goal is to hit alpha, which is perhaps the second most important milestone for us (the most important, of course, is shipping the game). Alpha in our terminology means getting the game to a state where it can be played from start to finish without nothing major missing. The sooner we can hit alpha the better, because then we have more time to polish everything and make the game really great. We are not quite in alpha yet, as we need more playable levels to get there. That said, the first half of the game is pretty much in playable condition and the very last segment of the game is also done. Now we just have to fill in the gaps and then we can start adding new playable characters, side missions, secrets, new abilities and items, etc.
This is big! As you may have been able to read between the lines, the development process of Druidstone hasn’t been all roses and butterflies. What I mean is that there has been some uncertainty with the project which has made it hard to communicate clearly what the game is truly about. That’s because up until now we have been in pre-production mode where we still try ideas and see what works and what doesn’t. But now that has changed. We know exactly what we are doing now.
That means that many things in the game which we have mentioned in the initial blog posts have changed. Actually, so much that the game as it is now and how it will develop in the coming months does not resemble the one displayed in old blog posts that much. Sure, we still have the same basic premise, the same environments, the top-down view and tactical combat, but the spirit of the game has changed. Has evolved, if you will. What started as a procedurally generated RPG has transformed and will transform into a much more tightly focused game.
So what exactly has changed? Here are the main points:
- Procedural generation is gone. Long live the editor! Every map and every encounter will be handcrafted.
- Focus on deep and tactical combat system. We want to make the combat really challenging so that every action you make every turn is a careful choice. Like playing chess with fantasy characters.
- Focus on fun gameplay mechanics. We are not writing a book, not filming a movie, we are making a game, and gameplay is king.
- No fluff. We want to make a tightly focused game, the same design principle we had with Grimrock. No filler content. Less is more. Or as Antoine de Saint-Exupery puts it famously “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”