I believe it was Miyamoto who said that the first level you create should always be the second level. That way, you know exactly how to introduce the mechanics of your game in the first level. I've followed that advice by making the vertical slice a fitting "second level", which means that now, I have to create the first level.
Click 'Read more' to find out a bit more about the first level.
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This week, I replaced the text-based introduction with an interactive one. I wanted the player to be part of Viola's frustration, which causes the violin's fantasy world to open up. After this part, the game starts right away with a smaller tutorial level where the player meets Fenrys. Click 'Read more' to read more about the introduction. This week and the last have mostly been spent on contacting publishers (if you're a publisher and you're reading this, hi! Please help Viola!). But I've also been concepting characters and mapping out the game's story and levels. I've created a timelapse to show how I move from a concept sketch to a final sprite. Click 'Read more' to see all the character concepts I've created this week! |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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