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It took 8 months but now I can say: I'm close to the finish.

 Today I worked on the menu logic and that means that only couple of jobs stay between me and demo release. This week I'm going to make a menu and settings.  Next week I'm going to make promo media for Kickstarter campaign . Well I have only 10 dollars for living. 

When you see a game menu it looks like pretty easy thing to do. Especially with UnrealEngine4. But it's an illusion. 

Usually you do some things from menu: continue the last game you played, start a new game, load saved games, open settings window, exit the game... All this stuff need to have some logic. And more stuff you have in the menu - more complex logic will be implemented there.

In Storoj I have an original (though not brand new) save / load system when player don't need to worry about saving game progress. Every episode (quest) saves automatically when it starts. If you want to replay some episode you can load it from the main menu. I find this system is very convenient for players.

When you start a new game you need to enter some name for it. Why? For example you want to play Storoj and your brother/sister want to play it too. Of course you can get another copy but what if you have only one PC? Then you create new game with another name and all his/her saves will be stored separately. 

Unreal Engine widgets are very cool for creating UI but also they need some research work. That's the reason I can't work fast. I'm not an experience UE4 user and have to study everytime I try to create something complex. 

But the most complicated thing for me now is Kickstarter campaign. If I will not get funding there I will never finish this game (( I will have to work as a street cleaner or something like that because my dream will crush and most likely I will never work as a game developer. I'll be honest: gamedev is not funny 95% of time. Some fun you get from the features creating and storymaking but then you sit on a chair and code and code and then model things and then place them around and then get some light issues and then fix it and then brainstorm and then make prototypes and then code and so on... 12 hours per day. 5 days per week. 

I have no life that's why I can work this way. No girlfriend, no friends and no kids. What I want to say - game development is not something like everlasting fun. But even if so. I don't want to do something except making my games. I want to make a good game and then make a better game. And that's why Storoj fail will be my own biggest fail. 

But I want to believe in success :^) 

This week I have no screenshots to show so just place this Rubik cube here