# Office setting
We didn't know what our future would be like day by day, so we decided to develop with a laptop.
I had to buy a laptop, a monitor, a stand, a keyboard, and a mouse.
Taeng had a laptop, monitor, and cradle that he had already used, but I didn't. (Crying.)
We went to Daiso to buy small office supplies and household goods,
and also brought a development server made by mixing various parts.
In addition,
Taeng's sister gave us a small
refrigerator to celebrate our start!
Hyperbolic time office
This is how much development equipment has been set up, and work has begun in earnest.
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# Developing a tutorial
However, we didn't know where to start the development.
Only if we've ever developed a new one.
First of all, we thought about the system that
should exist if it was an RPG game.
Based on the movement and action system in
Taeng's prototype,
we
summarized other contents to be developed.
Items, inventory, quests, NPC conversations, status, attacks, skills, monsters...
So much was needed.
Early Rune Teller's appearance ( Low Resolution)
Eventually, we decided to create a
tutorial section of the game.
In order to create a tutorial, we had no choice but to create all the essential infrastructure functions.
For two months like that, we only
built a system.
UI was needed when the system was created, and sample data was required when the UI was created.
(Of course, there are not many systems that have preserved their appearance so far... lol)
Tutorial screenshot
By the time we can clear the tutorial, we can finally say that the form of the game is in place.
[quote]
"At last, we have the form of the game." - CODELIFE
[/quote]
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# Open World Design
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.
[quote]
"f it's an open world, it should be this big!" - Words we'll regret later
[/quote]
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# Developing the play for up to 2 hours
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.
[quote]
"Is it really okay to stay full-time?" - CODELIFE
[/quote]
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# Friend test
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.
[quote]
"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."
- Our conclusion at the time
[/quote]
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.
[quote]
Among them, there was no reason to quit our project.
[/quote]
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.
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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!
[ 2022-08-11 10:03:51 CET ] [ Original post ]