From 0e7c128df52049fb4012624f6c10044120c9494a Mon Sep 17 00:00:00 2001 From: Adrien Allard Date: Thu, 17 Jul 2025 13:56:52 +0200 Subject: [PATCH] feat: spellcheck and french translation of news 003. --- content/en/news/003-one-year-already.md | 16 ++++----- content/fr/news/003-un-an-deja.md | 46 +++++++++++++++++++++++++ 2 files changed, 54 insertions(+), 8 deletions(-) create mode 100644 content/fr/news/003-un-an-deja.md diff --git a/content/en/news/003-one-year-already.md b/content/en/news/003-one-year-already.md index 407a4d3..5fdc2d2 100644 --- a/content/en/news/003-one-year-already.md +++ b/content/en/news/003-one-year-already.md @@ -4,20 +4,20 @@ date: 03/31/2025 --- It's been one year already since we started working on Frog Collective. -So it's time to make a quick recap of what we did last year and what we plan to do next year. +So it's time to make a quick recap of what we did last year. -As described in the last posts, we started to work on Frog Collective last year in April. +As described in the last posts, we started our adventures last year in April. We worked on our first game [Coldridge](https://store.steampowered.com/app/3052500/ColdRidge/) and published it seven months later. After the release, we continued working on balancing things and adding some content to offer to the community. -Then we took some rest and enjoyed the holiday season. +And finally, took some rest and enjoyed the holiday season. -Going back to work, we wanted to test new things, leaving board games to test first person exploration. +Going back to work, we wanted to test new things, leaving board games to test the first person exploration genre. We did know that the topic was ambitious, especially knowing that we were only two people on the team. So we put ourselves on a deadline of three months to see what was achievable in a reasonable time span. -We worked on different prototypes; some were very convincing, others needed a lot more work to be playable. -To illustrate a bit, here is a sneak peek of what it looks like: +We worked on different ideas; some were very convincing, others needed a lot more work to be playable. +To illustrate a bit, here is a sneak peek of what the prototype looks like:
At the end of this research phase, we were quite happy with what we did, but starting to list everything we needed to do, we planned that we would not finish anything in years. -So we made the hard choice to stop working on it (we put it in a freezer for later) and moved to another game idea we had (a more reasonable one). +So we made the hard choice to stop the project (maybe we will continue later?) and moved to another game idea we had (a more reasonable one). We'll start working on it next week, so stay tuned; the next blog post will tell you more about it 😉. Just for teasing, we can say that we are coming back to some roguelite stuff! -While working on these prototypes, we also did a thing that we wanted to do since the Steam release of Coldridge. +While working on this prototype, we also did a thing that we wanted to do since the Steam release of Coldridge. **We published Coldridge on Itch.io!**
diff --git a/content/fr/news/003-un-an-deja.md b/content/fr/news/003-un-an-deja.md new file mode 100644 index 0000000..488bcf1 --- /dev/null +++ b/content/fr/news/003-un-an-deja.md @@ -0,0 +1,46 @@ +--- +title: Frog Collective fĂȘte son premier anniversaire ! +date: 03/31/2025 +--- + +Ça fait dĂ©jĂ  un an que l'on a commencĂ© l'aventure Frog Collective. +Il est temps de faire un point sur ce que l'on a fait l'annĂ©e passĂ©e. + +Comme dĂ©cris dans les posts prĂ©cĂ©dents, nous nous sommes lancĂ© dans l'aventure en avril dernier. +Nous avons dĂ©veloppĂ© notre premier jeu [Coldridge](https://store.steampowered.com/app/3052500/ColdRidge/) en sept mois. + +AprĂšs la sortie, nous avons continuĂ© Ă  travailler sur l'Ă©quilibrage et sur l'ajout de nouveaux contenus Ă  offrir Ă  la communautĂ©. +Et finalement, un repos bien mĂ©ritĂ© pour les fĂȘtes de fin d'annĂ©es. + +De retour au travail, nous voulions tester de nouvelles choses, s'Ă©loigner des jeux de plateaux et expĂ©rimenter dans le genre des jeux d'exploration Ă  la premiĂšre personne. +Nous savions que l'objectif Ă©tait trĂšs ambitieux, compte tenu du fait que nous ne sommes que deux dans l'Ă©quipe. +Nous nous sommes donnĂ© trois mois pour explorer le sujet et trouver ce qu'il Ă©tait possible de faire dans un dĂ©lai raisonnable. + +Nous avons travaillĂ© diffĂ©rentes idĂ©es ; certaines trĂšs rĂ©ussies, d'autres nĂ©cessitait beaucoup plus de travail pour ĂȘtre rĂ©ellement jouable. +Pour illustrer un peu, voici un petit extrait de notre prototype: + +
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+ +À la fin de cette phase de recherche, nous Ă©tions trĂšs contents du rĂ©sultat accompli. +Mais en listant le travail nĂ©cessaire pour finir ce projet, notre plan montrait que nous ne sortirions rien avant plusieurs annĂ©es. +Nous avons pris la difficile dĂ©cision d'arrĂȘter ce projet (peut-ĂȘtre qu'on le relancera un jour ?) et nous sommes partis sur une autre idĂ©e de jeu (plus raisonnable). +Nous allons commencer Ă  travailler dessus la semaine prochaine, restez attentif ; le prochain post vous en dira plus 😉. +Juste pour attiser votre curiositĂ©, nous revenons sur le genre du roguelite ! + +Pendant que nous travaillions sur ces recherches, nous avons aussi fait une chose que nous voulions faire depuis la sortie Steam de Coldridge. +**Nous avons sorti Coldridge sur Itch.io** + +
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+ +Itch.io est une des plateforme de jeu vidéo les plus créatives que l'on puisse trouver ; nous sommes trÚs content d'avoir notre jeu dessus ! + +*PS: Si vous voulez en savoir plus sur ce que l'on a fait, Aurel à donnée [une conférence](https://www.youtube.com/watch?v=_6uYOMKb-QM) détaillant nos expérimentations.*