Name | Rune Teller | ||
Developer | CODELIFE Studio | ||
Publisher | CODELIFE Studio | ||
Tags | |||
Release | 2022 3Q | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [3.17 G] |
Hello, Early Access users. |
Hello, We're CODELIFE Studio.
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Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
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Hello, We're CODELIFE Studio.
# [End Content] Colosseum
# New Languages Support
# Improve existing content/system
# Balance
# Optimization
# Fixed bugs and improvements
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Hello, We're CODELIFE Studio.
Thank you for waiting a long time to add contents of official release. See you at the Dwarf Kingdom! https://youtu.be/Tnxd1RNus0g |
Hello, We're CODELIFE Studio.
# Fixed bugs
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Hello, We're CODELIFE Studio.
# Title improvement
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Hello, We're CODELIFE Studio.
# Announcement for Endgame Contents Update (1st round) (Caution! Therefore, the grade or status of the item acquired during the Early Access period may change later.) # Added Gesture System
# UI Improvements
# BGM Improvements
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# Updated bulletin board in town
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Hello, We're CODELIFE Studio.
# Game Controller Improvements
# Fixed Terrain
# Fixed bugs
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Hello, We're CODELIFE Studio.
# Improvements
# Fixed Bugs
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Hello, We're CODELIFE Studio.
# Fixed Bugs
+) The list of Early Access participants will be updated tomorrow! |
Hello, We're CODELIFE Studio.
# Updated bulletin board in town
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Hello, We're CODELIFE Studio.
# Updated bulletin board in town
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Hello!
2. Reward for New Game +
3. Colosseum
4. New Language Support
5. Game Controller (To be applied first when development is completed) Please look forward to the main new content, the story of Dwarves. We will continue to share the details of the official release content because it can be changed from time to time. Once again, thank you to everyone who played the indie game, Rune Teller. |
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# improvement
# Balance
# Fixed bugs
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Hello, We're CODELIFE Studio.
# improvement in play
# Fixed a bug
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Hello, We're CODELIFE Studio.
# Fixed bugs
[h3]Caution![/h3] Please note that the characters saved in the Eastern Valley may start at their own resurrection locations due to the change in the terrain of the eastern valley. [h3]Caution2![/h3] If the existing campfire has entered the terrain, please revive it from the unknown tower and install the campfire in a new location. |
Hello! We're CODELIFE Studio. As the game begins in earnest from King's Mountain, the eastern valley level design will be improved by reflecting user feedback to reduce the boredom of the early wealth. # Improvements (The unnamed tower comes right into view.) [h3]Caution![/h3] Please note in advance that characters stored in the Darkess area can start at their respective revival locations due to changes in the terrain after the next update. |
Hello, We're CODELIFE Studio.
# Sailing
# Animal
# Action
# Fixed bugs
+) We are going to add an improved sense of operation, controller support, and detailed graphic setting functions, so please wait for us. |
Hello, We're CODELIFE Studio.
# Fixed bugs
+) Starting tomorrow, it's Chuseok( = Korean Thanksgiving Day), the biggest holiday in Korea. +) In order to recover from fatigue from the updates so far and visit our hometown, the updates during Chuseok are off. XD (about 4 days) |
Hello, We're CODELIFE Studio.
# Convenience
+) We will update controller support and detailed graphic setting function, so please wait for us. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
# House Improvement
# Fixed bugs
+) We are preparing 'custom key mapping' function for the next update. +) We will do our best to update it by next week, so please look forward to it! |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
- The Charging Laser launch position of the Ancient Golem is adjusted.
# Fixed bugs - The problem that Cooldown Reduction Rate status was not applied is fixed. - Fixed problems that may not have been successfully obtained the achievements in new game +. - Fixed an issue that the Thunder Storm skill did not collide with the terrain and stuffs. |
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- The interaction priority of items that could not be acquired has been lowered. - Items dropped by Field Boss/Story Boss have also been modified to be able to be acquired individually. - Some of the terrain in the Darkess region has been modified.
# Balance - AP consumption of the blocking action has decreased. - The aggro accumulation of the Roar of Protection has increased. - The pickaxe always has a whetstone effect. # Etc - Supplemented some of the item descriptions. - Fixed some parts of the translation that were awkward. - Fixed a problem that didn't die with 0 HP. |
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Hello, We're CODELIFE Studio. # Sound # Map |
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- Fixed the problem that 3 copper ingots were displayed in the Sincerity Itself (1) quest description. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE, indie game studio. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
- Craft and Item
- Improve convenience
- Sound
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Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
Dungeon reward items changed individually for acquisition.
- A notificaion message is added.
- Fire duration time in Desert Ruins dungeons increases. - The item will be modified to float on the water so that you can get the item by swimming. - The recently equipped shield information will be changed to remain after reconnecting. - Position of Serious Cook NPC in Darkess area is adjusted. - The spawning position of the Troll is adjusted. - Some terrain has been modified. - The stone-throwing skill used by the Rock Golem and Forest Guardian slightly lowers the explosion range. - Fixed bugs
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Hello, We're CODELIFE Studio.
- The map shows the last death location. - If you have a 'Pocket Watch' item, you can know the time even if you don't open inventory.
- Improved staff base attack.
- Improved shield usability.
- Improved jump motion.
- 'Wooden Torch' has been modified as an item that can be sold/thrown away.
- We modified it so that you can check the number of potions in the quick slot registration window. - Fixed bugs
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Hello, We're CODELIFE Studio.
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Hello, We're CODELIFE Studio.
We are sorry for the inconvenience. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
- Improves shield performance.
- Fixed an issue that could have been attacked excessively quickly by repeating attack and defense actions.
- The difficulty level of the Blackbeard dungeon has been adjusted.
- The speed of the Elf Scout and the Elf Queen's arrow speed has been lowered. - Fixed bugs
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Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
- We modified the color of the monster's name to change depending on the remaining HP of the monster.
- The warning message for the broken weapon has been modified to occur only at the moment the weapon is broken.
- Some improvements have been made to Quick Slot usability.
- Added to switch combat mode from normal mode to Q/E/R key. - The Jenkins NPC has been modified to appear near the early Darkies cabin, too. - The duration of the 'Brave Jenkins!' skill has increased. - We modified the craft recipe so that you can see the tooltip of the item in case of mouse over. - The right top quest tracker has been modified to remain even after reconnecting. - We modified it so that the direction the player is looking at on the map appears.
- The 'Buy 10 pcs' and 'Sell All' features have been added. - We modified it to prevent the Spector from appearing in the skeleton attack event. - We modified it so that you can check the version of the game on the room list. - We have added the whetstone item description. - We've lowered the number of monsters that appear on the way up to the unnamed tower in the Darkess area. - Some terrain has been modified. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio. - Added guidance on durability systems.
- Added warning guidance for field bosses.
- Improved fishing visibility.
- Modified to attack the scarecrow with magic.
- If you revive a user who dropped out of the dungeon, the dead user revive from the location of the user who used the Resurrection skill. - The speed of boars and deers has decreased slightly. - Modified to defend against wild boar and deer attacks. - We added the text of Magic Immunity when attacking boars and deers with magic. - The terrain near the Forest Guardian in the Eastern Valley has been modified. - Fixed bugs
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Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
- The clear time limit of some dungeons has been modified sufficiently.
- After clearing the dungeon, the waiting time from 30 seconds to 50 seconds has been modified. - Added Rune Core supply.
- The range of recovery skills of the Goblin Fortune-teller and the Goblin Shaman has been lowered. - The effect was added on the Jenkins NPC of Kings Mountain to improve visibility. - Fixing bugs
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Hello, We're CODELIFE Studio.
- The Fire Ball has been buffed.
- Rolling action buffed.
- Gathering has been improved
- An announcement message has been added.
- Increased the bandit monster reset distance near the Darkess Village. - The lake in the Darkess Village has been modified to catch more fish. - Additional arrangements have been made for more tin in the Central - Guild Master has revised to provide a additional pickaxe with campfires. - The impact of the hit screen has been mitigated. - Fixed Bug
[h3]# What will be modified in the next update (can be added in real time)[/h3] - The last dead location will be displayed on the map. - We are planning to modify it so that up to three more markers can be displayed on the map. ... |
Hello, We're CODELIFE Studio |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio. |
Hello, We're CODELIFE Studio.
2. Custom Key Mapping
3. Add Text Module
4. Add Colosseum
5. New Translation
----------------------------------------------------------------------------------------- [h3]# Official Release[/h3] We will consider the schedule of 2 to 3 months for the work we promised above and then officially release it after that. However, it is difficult to confirm the schedule for this part at the moment. As I mentioned above, it is not easy for us to predict the situation after the release of Rune Teller because it is our first release... If there are many bug/balance issues or if there are additional work to be done before the official release, it may be delayed a little more. However, please note that you can enjoy all the contents we designed including the ending even if it's the early access version! |
Game design changes frequently even in the midst of development. [h3]It's kind of boring... What's the problem?[/h3] When you need an idea, you two go to the cafe in front of the office and drink a cup of iced Americano, and when you charge caffeine like that, ideas start to come to mind. (Taeng is much better than I am.) The Effects of Caffeine, Google Recognized If you throw any ideas, it takes about one good design, and from this point on, you will increase the scale of the design by adding idea. Since we are both developers, we also come up with how to implement them, so we may be discarded immediately if we do not have an implementation plan. Anyway, through such an idea meeting(?), we decide on the content for Rune Teller to be fun. -------------------------------------------------------------------------------------- [h3]# Selection of person in charge[/h3] After the content is decided, we select the person in charge in a very democratic and efficient way. In particular, the similarity with the existing work of the person in charge is very important, which is a part that must be considered because it has a very significant effect on the work speed. [h3]"You've done something similar all this whole time." Even if the selected person in charge complains, most of us proceed as we are because we cannot refute the saying, "It takes a long time if I do it." Of course, Taeng is in charge of UI work entirely, and I am in charge of sound work entirely, so when related work is needed, we respond to each other. Once the person in charge is selected, the person in charge can develop everything, including the work method and detailed planning, at his discretion! Please respect me, However, feedback from upcoming test plays should be reflected. [h3]"Develop whatever you want. But my opinion needs to go in." -------------------------------------------------------------------------------------- [h3]# Test play[/h3] When content development is completed through a democratic method, the content is tested again. First, simply check the difficulty, balance, and bugs, and immediately reflect them if necessary. And the most important part, the verification of fun, is included. In the first place, it is confirmed whether the purpose of adding this content has been achieved. (Is it fun? Has the content become rich? etc.) So, did you become funny? (If you're familiar with this image, it's a misunderstanding.) Here, the content that the two unanimously passed will immediately join as official content. However, if the newly added content is still problematic, it will go back to the beginning. I bought Americano... I'm just gonna throw anything idea. Have no idea. -------------------------------------------------------------------------------------- [h3]# Summary[/h3] I thought it would be difficult to summarize the three lines, so I drew it in flowchart. I can see what I've been talking about from above at a glance. (Laughing.) Content Development Process -------------------------------------------------------------------------------------- [h3]# So is this process good?[/h3] In fact, I think this kind of development method was possible because we were two friends of the same age. This is because I was able to freely express and work in an equal position, not in a position to instruct and receive work. Fortunately, it wasn't like a family I think horizontal culture in the company is actually a culture that is hard to achieve without real friends. However, if possible, I think the efficiency in terms of work speed and creativity will be tremendously improved, so if there are people who start a business with friends, it would be good to develop it like us! However, it should be noted that all decision-making is based on both tastes, so you can be trapped in it! After making it, we are having fun, but there are many concerns about whether other people will have fun. (But when else would you make a game for us?) -------------------------------------------------------------------------------------- Today, we talked about relatively light topics. I'm sure it's the same for you, but the topic is light, so it's less burdensome. I think the next upload will be the release date of early access. I think it would be better to organize and share the plan after the release. Thank you for reading until the end! If you enjoyed it, please like it/please leave comments. |
This topic was written because many people were curious about the limitation of the number of multi-players to three. [h3]"It's not too much, but not too little." - Too... subjective..?[/h3] But this isn't the only reason we've concluded that there are up to three players... (If so, this article would not exist.) As other designs were taken based on 3, such a conclusion was finally reached. So let's first look at the other effects of the number 3 on Rune Teller. ------------------------------------------------------------------------------------------- [h3]# Runteller and 3[/h3] In the RPG game, the role consists largely of three types of Tank/Damage/Heal. These days, roles are often subdivided or hybridized, but most of them seem to be derived from Tank/Damage/Heal. You can play Rune Teller alone, but since Rune Teller is an RPG that has multi-play as its strength, we really wanted to give it fun from the division of roles. Therefore, considering the single play, the distinction between Tank/Damage/Heal is not clear, but we tried to create synergy of the party by playing a role that friends cannot play in multi-play. That's how we made 3 weapons types. [table] [tr] [th]Weapon Type[/th] [th]Features[/th] [/tr] [tr] [td]Sword[/td] [td]Shield available, ally protection/buff skills[/td] [/tr] [tr] [td]Dagger[/td] [td]Single target specialized, dash/dodge skills[/td] [/tr] [tr] [td]Staff[/td] [td]Multi target specilized, support/heal skills[/td] [/tr] [/table] The first time you select a weapon, After making three types of weapons, we also need armor type for each type of weapon. Although armor type is not enforced depending on the weapon, the ability required by each weapon was given as the main effect. [table] [tr] [th]Armor Type[/th] [th]Features[/th] [/tr] [tr] [td]Heavy Armor[/td] [td]HP specialized, high defense, low move speed[/td] [/tr] [tr] [td]Light Armor[/td] [td]AP specialized, mid defense, mid move speed[/td] [/tr] [tr] [td]Clothes[/td] [td]MP specialized, low defense, high move speed[/td] [/tr] [/table] Two key systems of the game have already been made up of three. However, this is not the only 3 that exists in Rune Teller. Gathering and crafting in open world games is a great system that makes a reason to explore the world. However, we didn't want the process to be too complicated because there are many users who feel tired of such gathering and crafting. Therefore, we limited the production system to only three types, because we felt that two types were too small to be called systems, and more than four types were judged to be able to give users fatigue. [table] [tr] [th]Craft Type[/th] [th]Manufacturable Goods[/th] [/tr] [tr] [td]Alchemy[/td] [td]Healing potion, debuff cure potion, repair kit[/td] [/tr] [tr] [td]Blacksmithing[/td] [td]Ingot, weapons[/td] [/tr] [tr] [td]Cooking[/td] [td]Buff dishes[/td] [/tr] [/table] For Runteller, the number 3 was becoming an inseparable design system. The process of designing the world will also include content such as setting rewards, such as "giving key materials for weapons production" or "increasing proficiency in production" as rewards for each region. As a result, the areas encountered from the middle of the game were also divided into a total of 3 core areas. [table] [tr] [th]Core Area[/th] [th]Features[/th] [/tr] [tr] [td]Desert[/td] [td]Heat debuff, heat resistance heavy armor available[/td] [/tr] [tr] [td]Snow Mountain[/td] [td]Cold debuff, cold resistance light armor available[/td] [/tr] [tr] [td]Swamp[/td] [td]Poison debuff, poison resistance clothes available[/td] [/tr] [/table] ------------------------------------------------------------------------------------------- [h3]# What if there's a 4-member multiplayer in this situation?[/h3] In fact, until the middle of the project, we were not able to decide on the number of multi-players. There are many 4-man co-op games, so we wanted to support Rune Teller even 4-man multi-play. However, in a world of three, including weapons, defenses, production and world, [h3]"We imagined four players running around First, a situation in which roles overlap occurs. There is no problem if users who use the same weapon in multi-play, but we think that people couldn't feel the fun from the role-distribution we intended. Second, as the equipment used overlaps, there is a need to clear the same dungeon several times for item farming. It results in that goes against our design policy, because Rune Teller tried to exclude repetitive play as much as possible to provide the experience of playing package games. Third, problems also begin to arise with balance. Due to the nature of action games, sophisticated judgments or damaged action are very important, and as the number of players increases, it is often crowded and chaotic. In addition, if four players took turns and put in a groggy action, the monster could die without doing anything. This was a problem that could not be solved by spawning many/strong monsters depending on the player. Rune Teller has no limit on the number of targets in non-targeting, so when there are more monsters, it has become a Warriors Series game. ------------------------------------------------------------------------------------------- [h3]# Conclusion[/h3] Due to the above-mentioned problems, we had no choice but to limit the number of users to three in order to provide the maximum fun we intended. (Sorry for those who want more than 4 people) In addition, users with four or more people can be divided into two or three combinations. For example, if it is a four-member composition, it can be divided into two people and two people, and if it is a five-member composition, it can be divided into two people and three people. Therefore, it was concluded that even if the friends together were composed of more than four people, everyone could enjoy multi-play with at least two people, so they would not be left alone among friends. If there is a situation that the limit on the number of people has to be changed for some reason, the current goal is to come up with solutions to the aforementioned problems so that they do not provide unintended discomfort to users. ------------------------------------------------------------------------------------------- In addition to the above-mentioned reasons, there were systematic problems with network costs, but they were too technical to include in the article. In the next episode, I'll write a story about what happens while we're developing a content! Thank you for reading until the end, and if you enjoyed reading it, please like/comment! |
[h3]# Role Distribution[/h3] [h3]"Is the content fun? Is this enough?" And in this process, if we were not satisfied, it disappeared boldly or was replaced with other content. On the contrary, new content was added in sections that seemed insufficient or empty. [table] [tr] [td]The one that wasn't in the original plan, but was gradually added[/td] [td]Swimming, Fairy Tree, Ship, Gold Box[/td] [/tr] [tr] [td]The one that disappeared while developing[/td] [td]Climbing, Horse Riding[/td] [/tr] [tr] [td]The one that we wanted to add but gave up[/td] [td]World Event, Battle with NPC (like Skyrim), PVP[/td] [/tr] [/table] Things that weren't in the original plan In particular, horse riding was studied for two to three weeks, but the quality of the horse riding did not come out. Taeng said this was enough when he saw what I worked on, but I couldn't accept it because I rode Torrent in Elden Ring after work at the time. In addition, it was concluded that the inclusion of horse riding, which was not planned, would affect the level design of the world, so unfortunately, it was decided to discard it. Instead, we let the horse ride on the NPC. --------------------------------------------------------------------------------------------------- [h3]# The story of watching the ending for the first time[/h3] After many twists and turns, we developed everything we planned and began to test play in earnest. [h3]"We fixed it when we met the bug, and if the balance was a problem, we fixed it. And kept playing."[/h3] Taeng was What if I don't get the quiz right? Like that, we finally had only the final boss left for a few days in the test play, and after several attempts, we were finally able to face ending credits. (But our names were the only names on that ending credit. lol.) Please let everyone in the world watch the Rune Teller's ending. Watching the ending credits of our own game was more touching than we thought. We left work so pleasantly that day. --------------------------------------------------------------------------------------------------- [h3]# War on bugs[/h3] Of course, watching the ending didn't mean that the work was over. The impression was only brief, and all bugs that occurred in the process had to be fixed. Among them, there was a bug in which an animal kept floating in the air while running. At first, a wild boar that hit me and ran away flew into the sky, which made me speechless and annoying. (Laughing) So we let it fly away and put an FX that cross the wind under its feet, and it was very cool. Rather, it was decided to leave it as it was, judging that users could happily accept it. A wild boar preparing to fly On the contrary, there were bugs that required a lot of fix. Rune Teller is a P2P-type multi-play, so a server user exists and an attack/hit decision occurs based on the server user's screen. As a result, from the client user's point of view, there are cases where they are attacked even though they obviously avoided it. This bug gave the client user such an unpleasant experience that we modified it to make their own judgment. I avoid it! (I couldn't) --------------------------------------------------------------------------------------------------- [h3]# War on balance[/h3] It wasn't just the bug that had to be corrected. We tested it with two people, but many people would play alone, so we had to verify that people could see the ending alone with normal difficulty. If there was anything too easy or too difficult in the process, it had to be fixed. We watched the one-person ending three times for each weapon, and we watched the two-person ending three times for each combination. We killed, killed and killed the last boss. In the process, we realized that the game was too difficult to play alone. So, we have created a system like a simple mercenary(?) for users who play alone. When we added a scarecrow that could protect me in front of me, we felt balanced. A friend of a single-play user It was also necessary to verify the three-person play, but it was not easy to check the balance because there were only two of us, so we had no choice but to test based on functions. --------------------------------------------------------------------------------------------------- [h3]# Development is done! Test is done! And now..?[/h3] The development is over and we have tested it several times. Then what should we do from now on? From here on, it seems that the story of a different topic will begin. However, the only thing we did wrong was that we thought naively, "We're done developing it, so we'll have to market it from now on." That's not how you do marketing~. --------------------------------------------------------------------------------------------------- I think I can write about marketing if I have a chance. I'm done with three episodes of how the Rune Teller project started. In the next episode, I'll talk about why the number of multi-players is up to three. If you enjoyed reading it, please leave a comment. We always welcome your questions. |
Hello, We're CODELIFE Studio. |
[h3]# Office setting[/h3] [h3]"At last, we have the form of the game." - CODELIFE[/h3] ------------------------------------------------------------------------------------------ [h3]# Open World Design[/h3] Thinking that we finished developing the tutorial, I think we were really excited to make an open world. At that time, we bought and used a geographic design asset called Gaia, and a large-scale geography was created in just a few clicks! We began to create terrain, imagining the themes we each wanted to create. The world we originally planned When we finished building the terrain, we placed our characters in the world once, and something was wrong. It's like we zoomed the Earth in Google Earth to find our neighborhood. After zooming in several times, our characters began to look like ants. We should have realised what was wrong at this time. The terrain that was created as planned. The character is smaller than 1 pixel. ( Much of it has now been submerged.) However, at that time, we were full of greed and full of unfounded confidence, so we passed it on lightly. [h3]"f it's an open world, it should be this big!" - Words we'll regret later[/h3] ------------------------------------------------------------------------------------------ [h3]# Developing the play for up to 2 hours[/h3] We didn't know that the size of the world was ridiculous, so we started to design by dividing sections. We designed the initial area and developed it to have about two hours of play time. Since then, content work has been needed on an already created system. After the tutorial, we needed a village where the user would arrive. The village needed NPCs. The NPCs needed a quest. A monster was needed for the quest. And for compensation, items too... A panoramic view of the town of Darkess, where users first arrive Somehow, it was December when the village and the surrounding area were completed. We couldn't take a day off for six months, worked fully on weekdays, and developed a runteller for 12 hours on weekends, and we were very tired. And now a decision was needed. [h3]"Is it really okay to stay full-time?" - CODELIFE[/h3] ------------------------------------------------------------------------------------------ [h3]# Friend test[/h3] We decided to find someone to help us with the decision. We decided to call in acquaintances around us to play the game and get feedback. [h3]"If there's a lot of negative feedback, let's stop here and go back to our daily lives. However, if there is a lot of positive feedback, let's quit and start in earnest." We called our friends who like games and colleagues who worked together in the game industry to conduct tests and listen to feedback. How it looked when it was tested When we tested it, people's tastes were really diverse and feedback varied widely. There was good feedback, and there was a lot of stinging feedback too. [h3]Among them, there was no reason to quit our project.[/h3] We have concluded that it is not bad to try once in our lives. That's how we left the company. That's how we left the company. ------------------------------------------------------------------------------------------ This story is also too long, so I think I have to divide it into three parts... I'll be back with the last episode after leaving the company. Please ask us questions in the comments, and if you enjoyed reading them, please like/comment! |
[h3]It was the start of the Rune Teller project, Friday, July 23, 2021.[/h3] I made an appointment right away and ran to Taeng's house. It's past dinner time, but I was more curious than hungry so far, so I begged him to watch the game first. Until then, I thought that single-person development games were only possible with 2D pixel dot graphics. It's a craftsmanship game made by a dot-skilled person who even studies programming. Korean single-person developped indie game UNSOULED ( It has nothing to do with Rune Teller.) But in Taeng's monitor, cute 3D characters move around and attack among monsters! Although there is no function, the UI was implemented in its own way, so the scene looked better than I thought. (Now that I think about it, I think I was fooled by that scene...) Anyway, there seemed to be no shortage of the game to kick the warm blankets of large companies and raise it like my own child. I had no reason to hesitate in the face of such a great choice to fulfill the bucket list of 'Making My Game' which I gave up because I thought it would not be possible while satisfying the new motivation I was looking for. So I immediately suggested to Taeng that "Shall we quit and do this from tomorrow?" [h3]"Shall we quit and do this from tomorrow?" - Mokyok2[/h3] -------------------------------------------------------------------------------------------------------------- [h3]# Viewpoint of Taeng[/h3] 2021 was a year of many things. This is because it was my fourth year as a game server developer. It's a time when junior developers are worried a lot, and it's been a year where I have a lot of worries as well. It was a moment when I was worried about my skills and how to develop my career as a game developer in the future. I am a junior developer... For this reason, most developers start toy projects. To explore skills that I don't use and measure my skills through results. When I was working on the toy project in passion, I happened to see the CEO of the game startup and received good reviews. And when Mokyok2 heard the news, he came to my house. Mokyok2 suggested completing my toy project and even launching it. I wondered if my project looked that good, but my heart was pounding. [h3]"I wondered if my project looked that good, However, on reflection, neither of us has conducted any new development or undertaken any business. I wondered if we could really make and release this game to the end. In particular, thinking that we were buying both art and sound resources and proceeding, I had a vague fear of what would happen if we were stuck in something we couldn't do. We discussed our future plans. We calmed down and began to think together about what we needed. We talked about survival-related problems about home loans, family members, and income disconnection, and game-related problems about whether the game we want to create is the same or different. -------------------------------------------------------------------------------------------------------------- [h3]# We promised to do it... What do we do now?[/h3] Anyway, we decided to develop a game! After that, two questions naturally followed. [h3]Which game will we create? -------------------------------------------------------------------------------------------------------------- [h3]# Which game will we create?[/h3] 'The game we play fun!' was the most important thing. It had to be our favorite genre because users could never enjoy it unless it was even fun for us. Then I had to know what game I like and what game Taeng likes first. [table] [tr] [th][/b][/th] [th][b]Favorite Game[/th] [/tr] [tr] [td]Mokyok2[/td] [td]Action RPG like Legend of Zelda, Dark Souls, Monster Hunter[/td] [/tr] [tr] [td]Taeng[/td] [td]Nonlinearity and story-based RPG like Legend of Zelda, Skyrim, Witcher[/td] [/tr] [/table] At the same time, we hoped it would be a game that we could play with our friends. After thinking that way, it eventually became the genre of Open World Multiplayer Action RPG. We felt like the drawing paper would be torn while drawing a big picture, but we couldn't be satisfied ourselves without this. How fun would it be to enjoy BOTW in multi-player..? The final target feature was concluded as follows. 1. Create a seamless world so that there is no waiting for each other after the first connection. 2. Guarantees the same content as single play even when playing multi-play. (Without any restrictions.) 3. Various actions are provided through multiple weapons with different concepts. However, as this happened, the size of the game became so large that it had to be clear what to take and throw away. For example, it seemed impossible to implement deep interactions with NPCs like Skyrim. Instead, we decided to proceed with three features without compromise. -------------------------------------------------------------------------------------------------------------- [h3]# From when/where will the game be made?[/h3] The two men's ideas were very different here. I was in the position to quit our job and make it from tomorrow (I've never even done Unity.. haha), Taeng was in a position to study more and make plans before deciding. He also gave me an assignment using Unity and suggested that we develop it using a shared office only on weekends first. Recalling when I last received the assignment, I thought that his intention was as follows. 1. Is this a tough guy? 2. Are you passionate about learning enough to trust and quit? 3. Do we two get along well? Now that I think about it, it was very reckless. Anyway, from my point of view of not knowing any of Unity, I had no choice but to trust and follow him, so I agreed with his proposal and promised to go to work at the shared office every weekend. The first office we rented was a small room of about 3.3 sqm without a window, but we consoled each other that this was enough, recalling the first start of Amazon. How the office looked when we first moved in -------------------------------------------------------------------------------------------------------------- The amount is longer than I thought, so I think I need to divide it into two pieces. In the next episode, we will talk about various changes and events from the beginning of the project to becoming the current Rune Teller. If you ask me anything else you're curious about in the comments or how we felt at the time, I can answer you as much as you want, so you can ask me comfortably. |
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