Today is not just any day, today is launch day
After 2 last weeks of super intensive bug fixing and polishing, I’m happy to announce that A Game of Changes is now available for Windows, Mac and Linux.
Please let me know if you encounter any issues.
Have fun and thanks for reading!
My adventures in shader land
So sorry to not writing again since almost a month!!
It’s for a good reason! A Game of Changes got Greenlit (yay!) and I’ve been working non-stop to finish the game and release on time. I’ve to update the game page and stuff like that, but for now I prefer to dedicate all my time to finish the game as best as I can.
Last week it got featured in the Highsight channel and plenty of good feedback was given, so I made even more changes and improvements.
I really wanted to show you some more things, but I hadn’t yet got the time to take proper shots and videos…. a new trailer will also come soon. Here’re 3 small teasers
Plenty of improvements done this week. I sent a playable demo to a few beta testers and got very valuable feedback. Completely revamped the controls of the player and the camera. Everything is much smoother and easier now
The main menu also got some improvements and feels better now
In the meantime, I’ve been taking a few more screenshots here and there that show some new levels.
Also trying to improve the water look
On the Steam side of things, the greenlight campaign is really slow. Been trying my best to get the word out, but these kind of niche-oriented games are really hard to be noticed by big sites. And even the medium ones dont make much difference in bringing people to this page and vote.
Anyway, still have hope that it can be approved before the launch date as I would love to integrate achievements and other Steamworks features in it. Lets see
Sorry I’ve been late to write this devlog. Since the launch of the greenlight page part of my mind is (unfortunately) too absorbed with the fact that it is so hard to draw people to it and gather votes
Anyway, here are some updates if you haven’t yet seen them at IndieDB or the TIG devlog. I’ve posted a bunch of videos below, but actually they are somewhat outdated already as I have changed a few things based on the feedback I get
First, there is full support to play the game with just a controller.
Also added a small gift to real I Ching users: after completing the game you can use it for I Ching castings
And released a first gameplay demo video, showing the 1st level where the basic mechanic is introduced
There’re also plenty of new screenshots that I keep adding to indiedb, the tigdevlog and steam greenlight.
I just finished today the 20 levels that introduce all the mechanics. From now on I can create more complex and challenging puzzles
This week I’ll also release a private demo for beta-testers. If you are interested in being one, apply here: http://goo.gl/forms/ZXjyRvxZ8T
If the game sounds interesting to you, please consider voting on greenlight!
Talk to you soon!!
That’s right, the first trailer for A Game of Changes is now out, and you can watch it below
And more important still, the game is now up for voting on Steam Greenlight, so rush and help it get there 😀
During the week I did many many changes to the visuals, lots of bug fixes and the translations in all 4 languages are well underway. I’m confident to say that 95% of all the game code and mechanics are done, and now I’ll be able to peacefully focus on level designing 😀 (well, that and marketing….)
In 2 days I’ll be joining a retreat, so until next wednesday I’ll be mostly offline. Thanks for keeping up!
Wow so much stuff done this week, it’s the biggest weekly changelog to date!
First, the “dissolve” tile got a new texture, animation and sound, which looks much better than the previous attempt at doing something interesting.
A new font was selected, not only because it looks better but because it has chinese characters. Yes, that is right, the game will be available in chinese, along with english, german and portuguese
Probably one of the coolest changes this week, the main character finally got his animations! The game feels much more alive
Other non-visual updates:
- I worked on the game description, hopefully made it better
- a new mechanic was added, which will allow for even more interesting puzzles! Can’t talk about it to not spoil the fun
- Current level count: 10. 54 to go…
One week passed so here’s another compact summarized devlog for A Game of Changes
Objects that stand in the way between the camera and the player are now made slightly transparent, so you can always see where you are going
A new tile effect has been added to aid in the mechanics and create interesting puzzles. You can only step on this tiles once, after they they disappear (need to work on the “disappear” effect, I know). This effect can be applied to any tile, even if it has other functions too.
Yesterday I had to really push my brains to work out a nice flow for the game levels. Its not easy adapt the I Ching to a game because the player could get stuck very easily. I had to use a huge paper to draw the level’s connections and understand where problem might occur
With that solved, I added to the game another important aspect of the I Ching: changing lines. With that, I introduced the first pickable object, after which you can toggle to change lines in the final hexagram. Demo video:
Next week I hope to show you some better animations as I expect to have the character walking animation ready 😀
Another week passed so here’s another A Game of Changes summarized devlog!
Life got in the way a lot during this week so I couldn’t move forward so much as I wanted to, but still many new things got done.
New mechanics got introduced, which will make puzzles more interesting and challenging. The first one is the “flip” tile, which will swap elements to their opposites:
A new kind of tile is also available which features a “tunnel” below the surface (sorry for the crappy gif quality)
And lastly a rock(fixed) tile, which will never move from its position
Rock tiles are also not affected by the “flip”, so this will allow some interesting puzzle mechanics.
Nothing of this is final for now, I’m still testing and working out what works best and provides a good playing experience.
On a more funny and less important side, snow footsteps 😀
And finally, I started working on the first draft for a tile texture.
Not sure if I will use textures or not. The whole art style of the game is still not clearly defined, and ideally I will be able to get the help of an artist to work on it. Which brings me to my last point….
Funding. I’m finalizing a few major things and solving major bugs to then produce a private demo to send to a few places. With a relatively small funding I could really boost this game’s quality by bringing other people’s expertise and also have a little more slack in development time to polish it. I’m going to explore a few options and let’s see what happens. Suggestions welcomed
I’ve also set up a short google form for people to subscribe to the game’s launch notifications. So, if you are interested in it, leave your email and I’ll get in touch with you. I’ll probably also email a few people to ask for beta testers (and give them a final copy for free ;))
See you next week or, for daily news, get your info via twitter or the devlog at tigsource.