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] |
[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! |