Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411509 Posts in 69375 Topics- by 58430 Members - Latest Member: Jesse Webb

April 26, 2024, 11:47:40 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsLuckless Seven
Pages: 1 2 3 [4]
Print
Author Topic: Luckless Seven  (Read 11359 times)
Jesse Ko
Level 1
*


L7 Dev


View Profile WWW
« Reply #60 on: April 13, 2019, 01:53:55 PM »

Hi everyone,

It’s been a while since our last update! If you aren’t following us on Twitter, you might have thought we were dead. But I’m happy to report that not only are we alive, we are THRIVING -- by which I mean we’re still working hard to deliver you a great game called Luckless Seven. Last time I wrote about everything under the Arithian sun, but this time… No, this will be the exact same. Buckle up!


Neropolis got populated! 200 characters and counting.


We're very happy with how our new menu screen turned out.

The latest Luckless Seven indiegame devlog update will show off NEW Sunset areas! New dialogues! New NPCs! New Story! New Demo available! New website launches on both Itch.io and Gamejolt! Additionally, we talk about the exciting next step for Luckless Seven! Also, we launched a Discord Server! Get in here!

Where we’ve been
Boy, where haven’t we been? We can get into more detail, but since the last dev update we’ve concluded our informal “expo season.” That means we saw all our regional gamedev pals at GDEX in October, then had the pleasure of showing off Luckless Seven in the second annual indie gaming showcase at Ohayocon, a Columbus, OH anime and pop culture convention. As always, these were great opportunities to check in on the fine accomplishments our midwestern gaming peers have made and to garner player feedback. And at Ohayocon, we hosted our first live Ekosi tournament!

We've also been busy putting up our game on other platforms. You can now find Luckless Seven on Itch.io and Gamejolt in addition to Steam. We also recently launched our Discord server! If you have any questions or feedback, be sure to drop on by.


If you haven't done so already, follow and wishlist Luckless Seven on Steam !

We love talking to our loyal, insightful, and fun supporters, and the new server allows for quick, fun conversation between you, other players, and our dev team! It’s a great time. Come on in!

What’s ahead
When we aren’t meming it up on the server (vomits in mouth), we’ve been hard at work getting the game ready. More on how we’re progressing shortly, but first a quick word on what we’re getting ready for. Of course, there’s the game’s release. We’re on target for end-of-2019 with a reasonable chance to wrap up early. But there’s more!

We’re quickly approaching an Early Access release for the game. Why? Entering Early Access is the natural next step in our progression towards a full release. Waving our big “This Game Is Pretty Good, We Think It’s Worth Your Dollars!” sign will bring all-new players to Luckless Seven. The influx of new players will bring necessary feedback and funding that will help us finish development strong! What does this mean for the availability of Luckless Seven?
  • NEW SIDE QUESTS: WE ARE PLANNING TO ADD NEW SIDE QUESTS TO DAYS 1, 2, AND 4, SO THERE WILL BE NEW CONTENT FOR THOSE WHO HAVE PLAYED THE DEMO BEFORE!
  • QUALITY OVER QUANTITY: WE HAVEN’T YET, BUT WE WILL SOON BE SHORTENING THE PUBLIC DEMO TO “DAY 1” WHILE ROUNDING IT OUT WITH SOME SWEET SIDE QUESTS AT THE VERY BEGINNING OF MARK’S ADVENTURE. (IF YOU WANT TO PLAY THE FULL DEMO IN ALL ITS CURRENT, FREE GLORY, GET YOUR FILL TODAY!)
  • ALREADY BACKING? NEWER CONTENT (INCLUDING UPCOMING RELEASES OF DAYS 5, 6, AND 7) WILL BE AVAILABLE TO EARLY ACCESS BUYERS AND KICKSTARTER BACKERS. KICKSTARTER BACKERS WILL RECEIVE BOTH A STEAM KEY AND ITCHI.IO KEY WHEN THE GAME ENTERS EARLY ACCESS.
  • LAUNCH: WHEN? LUCKLESS SEVEN WILL ENTER EARLY ACCESS IN 3-5 MONTHS!


We've made big advancements to the environment of Neropolis since our last big demo update.

This is just a small slice of what's been going on over the past several months. Over the coming weeks, we'll have even more juicy bits to show you.

Thanks as always!

Download the demo on Steam or IndieDB .

Read on our website  for the best formatting experience.
Logged

Jesse Ko
Level 1
*


L7 Dev


View Profile WWW
« Reply #61 on: July 17, 2020, 05:43:37 AM »

Hello super friends,

We hope everyone is staying safe and healthy out there. We here at Deckpoint are currently in the midst of a statewide lockdown and are pretty much confined to our comfy (mostly) quarters.



Luckless Seven is the story of Mark Vesco’s journey from a listless existence to competitive glory. Blending a fast-paced card battle system with conversations and stories that respond to your choices, we offer one of the first card games with a story exciting enough to match it. Ready to play? Check out the Demo and Wishlist Today!

Trying to make the best of a global pandemic, these last couple weeks gave us some time to reflect on our workflow and the road ahead. We are quite a ways from the initial target date we set for Luckless Seven, but we are still absolutely committed to seeing this through.


New Mark Portraits in development!


Old portraits for Mark that will be phased out in time.

One drawback to the long development is that earlier parts of the game tend to not reflect the level of quality of the parts we work on today. During playtesting feedback, this gets pointed out. Oftentimes, we end up going back to those sections and bring them up to snuff.


Help people find their path.

Today I wanted to take a quick dive into the inner workings of Deckpoint Studio. Specifically, I wanted to talk about the main person handling the ropes. That person is the developer and lead of Luckless Seven, Jesse Kooner. Given the very long span of Luckless Seven’s development, Jesse has been the only person who has continued to work on the game full time since its inception. We’ve gotten some questions from people over the years on how we’ve managed to keep up game development for so long. The answer is that most of us on the teamwork other jobs that help keep us alive.


Emerald Casino is the next stage of the card-game Ekosi tournament! Containing over 50 NPCs and every inch is full of detail!

This means, of course, that Luckless Seven has experienced all the great positives and stifling negatives of a project with one sole coder. Jesse being the only programmer means that there is always cohesiveness with all the technical aspects of the game. However, this also means that when he gets extremely sick (please stay away coronavirus), it almost always means the personal deadlines we had for that time period have to be moved back. While we can continue to produce music, art, or story, those are frequently not the bottleneck for releasing a new major game build.


Jesse Kooner, Lead Developer on Luckless Seven. Programmer, Environmental Artist, and Implementer of everything in the game engine.

The ultimate result of this is that Jesse has had a hand in every aspect of Luckless Seven, from marketing, website design, game development, and business management. Fortunately for the rest of us, Jesse had developed many of those skills already from previous work experience. Jesse’s time studying business for his MBA program also helped with managing the finances and tax work for the studio.


Your "friends" just got even more interesting.

This wide range of experience has helped him manage the work done by the rest of the team and bring everything together in Unity3D. With him being the only one working in the engine, he’s managed to rack up some impressive stats: he’s written almost 100,000 lines of code, built dozens of unique environments, and created the models for hundreds of characters. But wait, that’s not all! Every piece of art, music, or dialogue from each member of the team has to be worked into the game by him as well. Given how large the project has become, it’s been very handy to have someone who has physically put each asset into the game.


Notice that this is line 2600 and where the slider bar is on the right (20% down). Jesse has written nearly 100,000 lines of code for Luckless Seven in Javascript/ Unityscript and C#.


Talk with your party members and learn more about them!

Although the road has been long, Deckpoint continues to receive support from Tyler, Emma, Brandon, Jonathan, and Jesse. Together, we Captain Planet our way through the project and help keep each other sane. This year will be big for Luckless Seven, and we hope you will continue to stay tuned to the final leg of this long journey.

Wishlist Luckless Seven on Steam!

Older Devlogs

Thanks for reading! Until next time.



Logged

Pages: 1 2 3 [4]
Print
Jump to:  

Theme orange-lt created by panic