Devlog 92: GreenlitSo the following devlog is a bit of a repetition for the previous devlog but I thought it was well
written so I figured I'd share it here. Basically it's my last devlog over at Steam.
*By the way, twitter is actually very limited (from
my experience as far as involvement is concerned. People will share and like tweets, but actual involvement
outside of twitter is near nonexistent. So as far as a promoting tool, I find it very limited. It's not something I would count on for turning the tide of a kickstarter campaign for instance or getting greenlit. The extra step to look further into something (read: leave twitter) is almost never carried through. This opened my eyes about the limits of twitter.
What does this mean? Well, on my part, it means investing less time investing on twitter for exposure and trying other, more effective and reliable avenues to get some interest from potential supporters.
Now keep in mind that is based on my own experience which is admittedly anecdotal *but* if you're an indie, I would recommend doing your own analysis in order to better evaluate the role of twitter as advertising tool. It certainly convinced me to never, ever use twitter as an advertising media.
Hello everyone!
First of all I'd like to thank everyone who believes in the project and voted for the project as we've now been
Greenlit. We'll do our best not to let you guys down by providing a quality, educational indie game.
I want to keep constant updates about the game and
to establish a dialogue with the community. I think it's important to keep an open channel with the future players during development. It'd be arrogant to think that the only people who can have good ideas about the game are the three people currently part of the team.
(for those who are wondering, Devlog 91 isn't posted because it's a minor update and was therefore merged with this one. I want to stick to major development news for steam).
Upcoming Changes!The Card Smith![](http://i.imgur.com/VxIRC0D.gif)
The idea of
Whole Bread Will is "two faced" inspired" (from Batman). He's actually half whole, you can tell from his face.
"buy" allows you to buy vocabulary cards.
"sell" allows you to sell cards. This is especially useful when you've learned a card (mastered it for skill points). It's a good way to get cash back.
"forge" is the crafting aspect of the game. This is where you can basically combine vocabulary cards to get new, unique ones. The new cards are meant to combine the individual abilities of the cards used in the crafting. This is still a rough aspect of the game, so input from the community are always welcome.
What do you think makes crafting fun? What kind of elements would you like to see?Graphic UpdateAs Jeff is progressing on the code, I'm taking this opportunity to revisit the game's graphics. Some of them were not to my liking as they were mostly placeholders for beta testing purposes.
Let me give an example:
The boxing ring before:
![](https://rpgmaker.net/media/content/games/7757/screenshots/New_Icons_Mockup.png)
and now:
The Bread CaveI've started putting the "Bread Cave" together. It's
by no means finished at the moment but I thought I'd give a glimpse of the current WIP:
![](https://rpgmaker.net/media/content/games/7757/screenshots/Rewardo.png)
The idea is to have this place as your home base so to speak. The computer is to be used to access databases and the bed to rest and save your game. The portraits on the wall are to be for people who provided exceptional support on the game. They are based on real life photos.
Save Games and potential ChallengeBeing a fan of difficult games myself like
Dark Souls and I need to be careful about my own personal bias about this.
I'm currently considering about checkpoints and how they influence the difficulty of the game. I want to make sure save-scumming isn't an option as it ruins game balance and the challenge of the game. On the other hand, we need to make sure not to be too punishing either which would lead to frustration and ruin the fun.
What's Next?Jeff Mann, the programmer, is currently working on tweaking the game's layout. This might not seem like much but it takes time to implement and every single change has to be weighed in carefully.
He is working this week on integrating the game's option menu as well:
![](https://rpgmaker.net/media/content/games/7757/screenshots/Options_Menu.png)
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That's it for this week! Join in the conversation and let us know about your opinions about the game's development!
Etienne