Okay, so last time I only forgot to explain, what are my intentions here and what is with this blog, so let me clear this up.
[Since this, I’ve already written a zeroth post, covering the main infos about this blog, but let’s go deeper here.]
I would like to cover up my journey, the prefigurations, design process, inspirations, prototype crafting, the playtests, and hopefully the crowdfunding campaign – which i’d like to do in the future – and the production and the fulfillment and the marketing and the good parts and the bad parts (which will be nonexistent ofc) and just everything about the making of this Bears and Beavers. Or was it beavers and bears?
I’m starting to write this blog on a beautiful Friday, on the 27th of May 2022.* (Just the perfect day for this, with the sunshine and bird chirps and all.) I’ve been working on B&B for a couple of months now, so hopefully enough time has passed, to remember only the important, but not too long to forget the nuances. I hope I’ve made enough notes during this time haha (I do only hope, because I haven’t checked yet).
I’ll start with some not-really-really-long prelude – focusing only on what is at least tangentially relevant here, for this game. Won’t tell the tale of my life, don’t be afraid. (Maybe I will anyways tho.)
Then I’d like to cover the creative process of the development in detail (how and why did I made and what kind of decisions from which options, and how did they come into my head) and then moving on to testing. And testing, with some testing. And after a bit more testing and balancing and testing and balancing, and costing e-mails and production calculations and… so yes, every part. Fingers crossed.
*Since that, summer happened and also I had to make this interface, hence the tiny, three months delay.
Let’s continue from the start of 2018 now. When the first project (adventure-puzzle game, floating islands, project name: Project) slowly appeared to not be working out, I began to navigate our little ship (which manifested mainly in a fb group and semi-regular meetings) to different waters. I’ve had an idea about a turn based strategy, with some epic scale elements for a very simple gameplay. Claiming territories with armed forces, gathering resources, training more armed forces and beating the opponents. That’s it. And some godlike magic, ultimate powers with extraordinary visuals, imagined as a pixel graphic, with some neat animations. So again I have researched my brains off in possible timeframes that i could allocate a lot, and made some visuals about the only faction which I already had ideas about: the alliance of beavers and bears. We had some great meetings and so, but again this project has also begun to fade away.
Actually it is still fading tho: the last post in the fb group was on the 16th of November 2018, and it was about a test ‘pr_4717.exe’ which I’d made for the team. It contained a pixel graphics map with obstacle trees, and a bear to walk around, with 2 different animations – idle and walking. I’m still proud of this, because I drew and made the whole stuff from scratch in PS and Unity.
So we didn’t have a formal closure for this little group, and I hope someday we will make a game.
In the meantime, here are a picture and a “gameplay” animation from it.
See you!