They say that endings are hard, but I personally find the beginnings to be the biggest problem. I have my characters backstory, the world they live in and their individual motivations clear in my head, but how should I tell them to the player? Too much exposition gets dull. Too little, and the player ends up confused. I’d love to start my game with an explosive, exciting start, but that would be a disservice to the overall story. It’s really hard to sell a game with a slow beginning and all the best content plotwise in the later game.
Next up
art comission.
Another house i made long time ago.
Back in my art school days I used to ride the 710 COPSA line from Parque Del Plata to Montevideo almost everyday. This is the Marcopolo Viaggio G4 Mercedes Benz model from the late 80s, one of the older bus models that was running on the line.
Update 2.627
New challenges & new effects!
a drawing I did because I was bored😪. But I love how it turned out.😊
I worked so hard to get all four of them to the end safely, but then...
Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698
Levels' maps.
The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror
It's now possible to destroy some of the obstacles and gain access to new locations or create shortcuts. #gamedev #indiegame #rpg
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