We’re Back for More! GET SOME!
Hey, it’s SnakeF8!
College forced me into a “small” hiatus, and by small hiatus I mean since September. HOWEVER, this project has still remained in my mind. On the studio’s Discord, I remained somewhat active posting minor updates, so I’ve been working on the game still. It just hasn't been enough to post a full-on devlog here. Another reason why I haven’t been active is because I’ve been planning and developing the full demo. The tech demo is technically done, but there will still be some minor additions here and there.
To remedy this, I developed a plan to be more active, so I want to show what is being worked on for the full demo. Every three weeks, I will be posting a monthly schedule providing a general idea on what will be worked on. Additionally, every week will have a well-detailed schedule on my development down to the very half hour!
In the Army, we’re taught the ⅓ ⅔ rule, so I figured I’d try applying this to game dev. For every 3 weeks, ⅓ of my time will be planning, and the remaining ⅔ will be executing that plan. That means I’ll be dividing my time developing in 3-week cycles. One week will be used for planning for the remaining two weeks. Since I’m trying to get back into the swing of things, we’re in this cycle’s planning week.
I’m currently on Easter break, so this week’s schedule may not reflect the remaining two weeks. I also don’t have many assignments as a result, so everywhere in yellow is going to be time dedicated to the project. As a heads up, I’m not necessarily going to use all that time because I may take breaks in between, something might come up, etc. It’s a tentative plan, but I will be sticking to it as much as possible. Plans always change, so I will be supervising and refining as I go. It’s a little generic, but this is because I’m also using a lot of that empty time to plan the next two weeks. Once I post again next week, I’ll have a much more detailed schedule.
If anyone has any questions about this week, I will respond in the comments talking about my schedule in more detail!
We're Looking to Build a Team!
I was talking to SirDiesALot about development a few days ago, and we came to the agreement that we may need a team for Soldiers’ Descent’s scope. Right now, it’s just been me writing the code, story, and art while SirDiesALot helps with any contributing code. I’ve been working on this game for two years doing all this work on my own, so development has been slow. I want to change this because doing all of this takes way too much time. We’re looking for artists, animators, and maybe an extra programmer on the team! Our plan is to have a small team, about 4-6 people, where each of us will specialize in something. We’re hoping to collectively be me (project lead dabbling in all aspects), SirDiesALot (co-programmer, co-writer), an artist, animator, modeler, and/or texture artist. Feel free to blend these roles together because the pipelines are similar. I would be absolving myself from doing a lot of the art and animations to prioritize programming and music, but I don’t mind helping out with all aspects.
If you’re interested in joining the team, join the Discord and message me! I will be releasing more details about this sometime during the week.
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Soldiers' Descent
A turn-based RPG with shooter elements!
Status | In development |
Author | SnakeF8 |
Genre | Role Playing, Adventure |
Tags | 3D, Fantasy, Low-poly, Retro, Singleplayer, Unity |
Languages | English |
More posts
- Bringing the Knox Experience to the DescentAug 15, 2023
- Working on Cinematics!May 23, 2023
- 0.3.7’s Controller Tips!May 14, 2023
- Remaking My Bad Cutscene SystemMay 07, 2023
- Music and Bug Fixes Galore!Apr 30, 2023
- Overhauling: Making TBS COMBAT Engaging!Sep 02, 2022
- A Plan to Overhaul Combat (...and new bugfix patch!)Aug 06, 2022
- Why I'm Still Using UNITY (For Now)Jul 19, 2022
- Controller Support Now Available!Jun 26, 2022
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