“True King” Development – Strategy Map Implementation

Deadlines are important for developers. Yes, we all hate deadlines, and professionally I keep seeing ridiculously unrealistic ones from customers who don’t know the difference between software and a operating system. It leads to bad quality: my games in particular could have benefited greatly by an extra few months of waiting and thinking. But it also gives a goal and motivation, something that it difficult for indie developers to find.

In past years, I relied on public events to showcase my game and spread the word. I’d work day and night up until a deadline to make a short demo and video to submit with an application, and would continue working several hours each day up until the event to improve what I’d be showing, even making last-minute modifications in the hotel room the night before. So when a deadline was announced for March for an event I was eyeing, I realized I hadn’t even enough of a game to showcase: only walking around worked, and a huge portion (the turn-based strategy bits) was never implemented. So, I got to work…

Working Prototype of Tactical Strategy Gameplay Map

Working Prototype of Tactical Strategy Gameplay Map

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