For the past week I’ve almost not spent any time in Unity, but GG Maker instead. Maybe it was nostalgia, or maybe it was a desire to try something new. Probably nostalgia. Either way, I downloaded and installed it Wednesday last week and have been using it for a few hours almost every day since then. This does not mean that the desert island project is cancelled or put on hold, it’s still alive. It’s just not been my focus for a few days.
However, after using GG Maker for a week, I’ve decided to split my workflow in two; Unity for smaller, more focused prototypes and using GG Maker for creating more adventure games within the same lore-universe as the desert island game. I still plan to finish it before making the final switch, as cancelling it at this point would just be stupid considering how much time I’ve spent on it. The reason for this change is that GG Maker allows for much faster iteration for RPG’s with more or less all the systems already in place for creating branching dialogue, proper inventory management and lots of flexibility. Instead of rewriting the code I’ve made for the desert island game to work with other games in the future, I’ll use Unity for more experimental projects.
One week in the making
If you follow me on Twitter you may have already heard about this project. I decided to challenge myself with the style of this game by using the NES color palette, and only those colors. It has proven a bit harder than anticipated, but also a lot of fun. The project I’ve been working on has been a isometric adventure game with more focus on the dialogue and level design, encouraging the player to take different choices to reach various goals. It also uses voxels for the various objects throughout the scene, like those trees, except for the characters which are flat 2D sprites. It certainly gives the game a unique look. Below is a test scene inspired by the desert island game.
That’s all for this week, ya’ll know you’ll get a new post next week.