Dust Scratch Games is proud to announce its next project: True King, a hand-painted 3D turn-based strategy RPG, due for release on PC platforms in 2017.
Posts related to game development at Dust Scratch Games.
Dust Scratch Games is proud to announce its next project: True King, a hand-painted 3D turn-based strategy RPG, due for release on PC platforms in 2017.
It’s been several months since I wrote a proper update about my game development projects. That’s really what the purpose of this site is for, after all. So here’s an update.
I’ve been working for months on a new animation system for my next game. Unfortunately, not everything is working out smoothly…
Firstly, thanks in part to both Steam and the PWYW deal on IndieGameStand, “Unfinished – An Artist’s Lament” has broken even, recouping it’s development costs, only two months after its release date. Given that those development costs were solely for the soundtrack, perhaps that isn’t a huge feat. After the recent sale (ending in about 10 hours), I can say Steam has also sold over 600 copies of the game so far, which again is small but a good milestone for me (fingers-crossed for 1,000 sold by 2016). I sincerely thank all of you who bought the game, your support and encouragement has been kind. Anyway, I promised an update, and have finally released it. It doesn’t change much, but can still be significant to those who have already played it. The details of what is in the update (and what isn’t) can be seen below.
“Unfinished – An Artist’s Lament” was released about two months ago. I said I planned to release a small update, not to add content, but to improve some of the problems with it. One of the worst bugs is properly game-breaking: if you use an ability to move a box to be able to jump on, there’s a good chance it will wall through the floor or glide through the walls as you move it. This bug is fixed now, and this article is to help explain what I did before, what I did now to fix it, and will hopefully help other developers doing something similar.
For several months I’ve promised to write a retrospective about the release of my first game “Drew and the Floating Labyrinth.” But then it was released on Steam, on IndieGala, and available during the Steam summer sale. Then I was working on my second game “Unfinished – An Artist’s Lament,” which took longer than expected, but has now officially been released for one week. This gave me a lot more perspective to write about, and a year after the first game, I think now is the time to write about it from a functional point of view. This summarizes in-depth time and money spent and made for my first two indie games as an indie developer, which were not necessarily successful, but hopefully helpful for others wondering how their experience in game development may go.