level design (1)

Yora

Stealth Archer Metroidvania

Four weeks ago I spontaneously decided that I want to learn making a videogame. And it would be an isometric RPG like Baldur's Gate, Fallout, or Albion, because those looked technologically much simpler and like creating assets and environments would go much quicker. But the more I was planning out a roadmap for what kind of work would have to be done to make such a game, it's been starting to look at lot like the degree of challenge and amount of work to be done won't actually be meaningfully simpler and faster compared to taking on a first person 3D game. Whatever time savings there might be from going with an isometric perspective probably would be eaten up by the amount of writing that would have to be done for such a narrative-heavy type of game. And while I think most challenges with animated 3D models and fully 3D environments can be overcome by putting more work into them, unsatisfying writing is something you can't fix with just persistance and determination. And I'm actually not that interested in doing a lot of dialog writing in the first place. So I have decided to explore ideas and concepts for a…

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