Untold Tales

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Chicago, IL

Early Access is only a month away. To celebrate I'll be posting a devlog each week explaining new mechanics and the hardships of solo game development.

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Untold Tales
July 24, 2018
Early Access is now available

Firestone Saga is now available, despite my urge to delay it again. I really like how it plays so far, but my inner perfectionist wants to do more. When designing a game without a true deadline, it's easy to fall into the trap of "if I add X, my game will be 10x better". That's a great way to st…

1,186 views
Untold Tales
July 18, 2018
Firestone Saga - Designing a strategic combat system

Without an exciting combat system, adventure games can feel like walking simulators. To prevent this, I designed various interactions and doubled down on the "tiles decaying into lava" mechanic.  Adding more interactions for skills you've already implemented is a great way to add extra depth. 

1,968 views
Untold Tales
July 10, 2018
Designing Memorable Enemies
After several redesigns, all of the enemy units in Firestone Saga have their own behaviors and abilities. Aggressive foes will chase you down like you owe them money. Meanwhile, some foes are more likely to run away and take a power nap in the corner. My goal was to have each enemy encounter fee…
1,862 views
Untold Tales
July 05, 2018
Heroes of Firestone Saga
As you dive deeper into the cavern, you'll get the chance to add new heroes to your party. Each class feels unique and promotes different playstyles due to their respective powerful abilities. While designing a game, it's important to make the player feel powerful. If an ability is fairly weak o…
1,892 views
Untold Tales
June 29, 2018
The golden road to Early Access
Why go rogue?

Eighteen months ago I started working on a simple roguelike adventure. I've always been intrigued by randomly generated dungeons but the thought of coding one seemed so daunting. Thankfully there's vast amount of tutorials out there if you plan on working with GameMaker. Checki…

1,857 views
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