Incoming: Massive Update

Sep
29

That awkward moment when you talk to someone on the phone about your game and in your head go "Oh yeah, I've not updated the site or did marketing because my life turned upside down!"

Well I better say the following: We now have a final title for the game! But that lucky person is the only one who knows it.

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Developer Diary #17: Form and Function

Jan
31

A lot to post today so I'm going to break it down in to sections...

Character Movement

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Developer Diary #16: The Joy of 2.5D

Jan
28

I've had a discussion a few times since the New Year which, to save repeating, I'll go over again:

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Developer Diary #15: Migration, Music and This Week's Goals!

Jan
19

It's another update on progress today. Nothing visual to show off yet, so feel free to take this as a bit of insight with a bonus audio preview before it gets smartened up, tidied up and scored fully!

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Developer Diary #14: Vanitys Dawn in 3D!

Jan
13

I'd like to say "Oh wow the game is moving so fast that it's nearly complete," but we all know that such an event would be unlikely. That said, the move to 3D rendering over 2D art looks quite nice to begin with and there's a lot more fun to be had. I'd like to go "Oh man, we're doing x, y and z" now but unfortunately discretion is the better... Well, you know where this is going.

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Developer Diary #13: Happy New Year! A new year means change! Change is good!

Jan
03

One of the biggest problems with Vanity's Dawn thus far has been art assets. Art assets are the crux of first impressions in a highly competitive market, to the point that a good art direction will often (understandably) draw people in to a video game more than exceptional gameplay when they first see an image or a trailer. This is fine, after all you don't buy games based on gameplay unless you've read a review. Failing that, you want to pick your games from videos and imagery which makes it look fun (or at the very least won't make your eyes bleed).

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Seasons Greetings and Studio News from Good Value Gaming!

Dec
27

We here at Good Value Gaming would like to wish you all the jolliest of seasons greetings! We hope over this festive period you received everything you could want and have enjoyed yourselves, whatever you chose to (or not to) celebrate!

We ourselves have some news to share with you. With regards to the studio, I will be taking on a full-time position as of January 1st! Hurrah! (Don't ask where the income is coming from, because there is none. Yay gambles!)

So for now, seasons greetings and we'll see you in the New Year!

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Developer Diary #12: Aesthetics!

Dec
13

Once again today, more work has gone into the aesthetics of the game. Today: Churches and houses. It's a pretty short diary as a result, because that means all that there is to discuss is the details of what can be found!

Example: Tables, chairs, plates, candles and wine glasses are all separately held. This means that tables are procedurally defined - Will it have seating for one, two, three or four? Will the table be laid at all? If so, how many people will it be laid for?

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Developer Diary #11: 3 Hour Jam Friday!

Dec
12

One of the best things a developer can do is stop and have a 3 hour coding jam to try out new ideas or do some practice with areas they've not used for a bit, so today I spent some of my "off" time doing a game jam! Specifically a 3 hour game jam!

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Developer Diary #10: Mini-decor update and (importantly) SELFS Feedback!

Dec
06

One thing that's been neglected until now is decor, bar candles and windows. Sure they exist, but right now they're not... Well... Complete. More could be added... Which is why today was placeholder decor day! Yay placeholder decor, windows blowing open/shut and little mice running around on tables! Not that they're easy to see...

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