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Name

 Rune Teller 

 

Developer

 CODELIFE Studio 

 

Publisher

 CODELIFE Studio 

 

Tags

 Indie 

 

RPG 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2022 3Q 

 

Steam

News

 67 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1944360 

 
Public Linux depots

  [3.17 G] 




LINUX STREAMERS (0)




Development Notes #1 - How Rune Teller Project Started (Vol. 1)


[h3]# Viewpoint of Mokyok2[/h3]

It was in the summer of 2021.
Almost two years since I moved to a new company, I'm getting used to working at a large company.
As I did when I moved from N company to another N company in the past, I was living my life wondering if there was any new motivation in my life.


No Jam

Then, Taeng had an opportunity to show the game, he had been working on alone, to the startup CEO and I heard that he heard good feedback from him.

It's amazing to meet the CEO of a startup, but there's a game he was developing alone, too!
Even when he heard good feedback from the game, I couldn't help but visit it out of curiosity.
It was the start of the Rune Teller project, Friday, July 23, 2021.

[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,
but my heart was pounding." - Taeng
[/h3]


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?
From when/where will the game be made?
[/h3]


--------------------------------------------------------------------------------------------------------------


[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.


[ 2022-08-10 13:04:33 CET ] [ Original post ]