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  1. "Once you hit rock bottom, that's where you perfectly stand; That's your chance of restarting, but restarting the right way." -Justin Kanayurak About two years ago, I had this idea to make a horror game, a horror game that would be different to most, "Myst and a bit of Amnesia" I thought back then, little did I know that the game would evolve so much, so quickly. Back then everyone thought I was crazy for making a game (game development where I live is a bit of a taboo thing, where no one trust it because it's "new"), and the ones who thought me making a game was cool, thought I was crazy for trying to make a game this huge by myself. Boy were they right. I scrapped the game twice, once on March 2015 and another on November 2015. I scrapped the game because I wasn't happy with it, I knew I could do better, more dynamic, more enjoyable, and you can still see the effects of me scrapping those two "versions" of the game today. I often like to watch videos people made about the game back then and compare to how the game is today. https://www.youtube.com/embed/Mh5b5S9XbvA https://www.youtube.com/embed/H6YN0IGqkUA This was the very first playable demo of the game, I had no clue where I was going with it, but I was trying to make something "cool", now looking back at it, it wasn't bad for a first attempt, but for me, "wasn't bad" isn't good enough. So I scrapped it. A few months later, I had something else entirely, still the same foundation but with different edges. https://www.youtube.com/embed/CtEOu05QRys You can tell I was going for something unique already, presenting the player with a lot more puzzling action and atmosphere than outright jumpscares, people liked it that way, and I decided for it to stay that way permanently. It was around this time where I started trying to do more than I could chew, implementing all these mechanics in the game and they didn't really fit. http://www.indiedb.com/games/a-demons-game/news/a-demons-game-is-back-in-action This article shows a lot of scrapped mechanics, most notably, the inventory system and leaning. Don't get me wrong, they were good ideas that could have worked, but they didn't make sense existing inside ADG. Ideas that didn't mix well together coupled with non-satisfactory level and story progression made me scrap everything, again. But thankfully that was the second and thus far, the last time I did that. Ever since the start of February 2016 I've been working on this game, and I can finally say that I'm proud how far it's come. I also needed a better work management for myself, so I made a trello page, which I kind of use as a diary wannabee thing. https://trello.com/b/boNQSExz/a-demon-s-game-development Ever since then, I just kept expanding my horizons, by the end of march, I had a full team of VA working alongside me to provide the most immersion possible for the game. https://www.youtube.com/embed/kMUAhwzdwOE Not only that but I've also started sharing my dev progress through videos, which I love to do since it provides me a lot of interaction with people interested in the game. https://www.youtube.com/embed/XpDWKL8f77M https://www.youtube.com/embed/xpHsQjgmGxc After all of this happening this past year, I was extremely happy with how the game was coming along, but knowing exactly what was coming later this year, and, with a bit of "DO IT, YOU'LL GET ACCEPTED" from a few people. I submitted my game for this year's Lisbon Games Week, and I got accepted. This was a shock to me, because only now do I realize what I actually have been making these past two years, I've been making something that's actually unique, and in the gaming world, that's almost unheard of. Ever since I got the email from them saying "Congrats, you've been selected for LGW" I've been ecstatic, it's one of the best feelings a game dev can have and I'm proud to say that, I'll be there. Here's the list of games confirmed for Lisbon Games Week. I'm going to be there, 17th-20th of November, showing everything and sharing with everyone my story, and that is what I'm looking forward to the most, the feeling of getting live reactions from players and their thoughts about games in general will be one of the biggest rewards I'll ever get while making this game, so I'm not going to let it go to waste. So, now you might be asking, "so what comes after the convention?" The answer is simple, releasing the game. And finally I just want to say to all of you reading this, and to all past and future people who had or will have an interest in the game, a big, big... This wouldn't be possible without you, Ruben. P.S. It's my 19th birthday today, so I thought I'd write something meaningful for once
  2. For the past few months I've been having trouble getting in to the "developing mode". But, ever since the tournament started and I saw all these new fellas doing something productive, and not to mention that the Game Launcher seems to be getting stale, with the most popular games lacking updates. I decided to pick my sorry *** off the floor and work on my game. After a week of this mindset, I can proudly say, I did something great, most of you probably already played the Alpha demo for "A Demon's Game", but it was broken, filled with glitches and not enjoyable, this update changes that and polishes it up to be a solid title in the Game Launcher library. If any of you are thinking of giving it a shot one more time, I thank you as it means the world to me.(Just don't forget to point out what's wrong and what's right.) I also started using Trello a lot more often. It helps me maintain a good workflow. https://trello.com/b/boNQSExz/a-demon-s-game-development Here's what the update contains: http://www.indiedb.com/games/a-demons-game/downloads/a-demons-game-alpha-21 Thank you for reading and I hope you enjoy the game. P.S: Does this count as an entry to the Tournament? I never actually participated in one
  3. It's been 4 long months, I had time to think about what I wanted to do with the game and this is the result. Before I talk about the game I would like to apologize for the huge hiatus that the game went on. Since April that you guys haven't had any news whatsoever, but know that this "Hiatus time" didn't go to waste at all. I had time to think about the game and how I want to improve it. So here's what happened. First, all the levels have been scrapped. Yup, all of them, I wasn't happy with how the game was turning out and I wanted it to be better, creepier, more interactive and the levels before weren't doing that for me. I also wanted to make the graphics a LOT better, and from these pictures you can tell I'm almost at the point I want to be. The was a picture in the first level of the sewers 5 months ago. Here is how the sewers look now. They look a LOT better in my opinion and I'm sure that I'll eventually do the same thing for the other areas in the game. Now that we talked about the level design and how it changed, how about gameplay elements? Well, I decided to take a different approach to the inventory in a horror game and I scrapped it. Yea, I scrap a lot of things apparently, instead of having a magical pocket where you store all your stuff, you actually grab items and bring them to their place. For example, you find a key to a locked door, you physically have to hold the key and bring it to the door. So this kiss this inventory screen goodbye. What else have I added? Well, 2 key elements in gameplay. Leaning: You can now lean my pressing either Q or E. Crouching: This was kind of missing in the demos, the crouching could be a little smoother, but one thing at a time. Pause screen: Probably the most requested feature, is now in the game. Restart Screen: It's a simple variation on the pause menu that only shows up when you die in game. It has a restart button that will make you restart the level you're currently in. That's basically it for new gameplay elements, but what about actual gameplay time? Well, I'll have you know that the game will have over 20+ endings! It all depends on how you act in the game, how many demons you actually kill and your choices overall. One small detail can change everything in your playthrough, this will give a lot of dynamic gameplay to the player. The replay value is strong with this one! That is basically it for what happened in the game thus far, but now since I have more time to work on it, expect a lot of pictures and news to come out soon! Thank you for reading and I hope you look forward to the game! Thanks to Hankinator and Xtom for the help with the scripting! You guys are awesome! -Ruben
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