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webm filter=lfs diff=lfs merge=lfs -text
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@ -6,27 +6,27 @@ date: 10/28/2024
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**Hi everyone! Big announcement today!**
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At the time of writing the last post, we wanted to share our adventure with this blog a lot more often, but I think we were quite busy making our first game 😄.
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It's never too late though, so here is a recap of what we did.
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It's never too late tho, so here is a recap of what we did.
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As described in the last post, we started to work on Frog Collective last year in April.
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We did the pre-production of our first project during this first month while dealing with administrative setup (we are in France; it's a known fact that administrative paperwork is quite intense here).
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We did the pre-production of our first project during this first month while dealing with administrative setup (we are in France, it's a known fact that administrative paperwork is quite intense here).
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The company was effectively created in May.
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At that time, we started to know where we wanted to go with our first game, so we started to work on the game title, Steam page, and trailer to start to communicate as soon as possible.
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The game: "[Coldridge](https://store.steampowered.com/app/3052500/ColdRidge/)", is a blend between board game and roguelite mechanisms.
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You need to explore a procedurally generated map to discover resources for an all powerful guild.
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At that time, we started to know where we wanted to go with our first game, so we started to work on the game title, Steam page and trailer to start to communicate as soon as possible.
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The game: "[Coldridge](https://store.steampowered.com/app/3052500/ColdRidge/)", is a blend between board game and roguelite mecanisms.
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You need explore an procedurally generated map to discover resources for an all powered guild.
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<center>
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<img src="/img/coldridge/screenshot03.jpg" alt="Screenshot of Coldridge game" class="news--image" style="width: 90%;">
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</center>
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Our initial plan was to develop the game in five months; making a small game was quite liberating for us!
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We published [Coldridge Trailer](https://www.youtube.com/watch?v=XYTgZaV4av4) on June 24 and the demo one month later, on July 23.
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Our initial plan was to develop the game in five months, making a small game was quite liberating for us!
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We published [Coldridge Trailer](https://www.youtube.com/watch?v=XYTgZaV4av4) on June 24, and the demo, one month later on July 23.
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The reception was very good, so we decided to put two more months on the project to add a lot more content and a narrative storyline.
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In October, we attended GodotCon, where we gave a talk about [how we approach the Godot engine to make Coldridge](https://www.youtube.com/watch?v=_7pzX737mok).
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Watch it if you want to know a bit more about how we did it.
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Don't hesitate to come ask us questions about details on our social networks; the presentation is quite dense, so we don't delve into details.
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In October, we attended to the GodotCon, where we made a talk about [how we approach the Godot engine to make Coldridge](https://www.youtube.com/watch?v=_7pzX737mok).
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Watch it if you want to know a bit more how we did it.
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Don't hesitate to come ask us questions about details on our social networks, the presentation is quite dense so we don't delve in details.
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The game is out today! We hope you'll enjoy it as much as we liked working on it.
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@ -13,24 +13,16 @@ After the release, we continued working on balancing things and adding some cont
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Then we took some rest and enjoyed the holiday season.
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Going back to work, we wanted to test new things, leaving board games to test first person exploration.
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We did know that the topic was ambitious, especially knowing that we were only two people on the team.
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So we put ourselves on a deadline of three months to see what was achievable in a reasonable time span.
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We did know that the topic was ambitious, specially knowing that we were only two people in the team.
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So we put ourselves a deadline of three months to see what was achievable in reasonable time span.
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We worked on different prototypes; some were very convincing, others needed a lot more work to be playable.
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To illustrate a bit, here is a sneak peek of what it looks like:
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We worked a different prototypes, some were very convincing, others needed a lot more work to be playable.
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To illustrate a bit, here is a sneak peak of what it looks like:
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<center>
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<video controls style="width: 90%; max-width: 1280">
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<source src="/videos/the_outpost.webm" type="video/webm">
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<img src="/img/the-outpost/screenshot.jpg" alt="Screenshot of outpost prototype" class="news--image" style="width: 90%;">
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</video>
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</center>
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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.
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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).
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We'll start working on it next week, so stay tuned; the next blog post will tell you more about it 😉.
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Just for teasing, we can say that we are coming back to some roguelite stuff!
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While working on these prototypes, we also did a thing that we wanted to do since the Steam release of Coldridge.
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**We published Coldridge on Itch.io!**
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@ -40,6 +32,10 @@ While working on these prototypes, we also did a thing that we wanted to do sinc
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</div>
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</center>
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Itch.io is one of the most creative video game places you can find; we are so happy to have our game on it!
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Itch.io is one of the most creative video game place you can find, we are so happy to have our game on it!
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*PS: If you want to know more about what we did, Aurel talked about it in [a conference](https://www.youtube.com/watch?v=_6uYOMKb-QM) (in French).*
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Back to the FPS prototypes, 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 will not finish anything in years.
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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).
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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!
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*PS: if you want to know more about what we did and, Aurel talked about it in [a conference](https://www.youtube.com/watch?v=_6uYOMKb-QM) (in french).*
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@ -7,7 +7,7 @@
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title_picture_offset="0px",
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title_color = "var(--color-primary)"
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) %}
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{% for news in glob("news/*.md") | sort(reverse=true, attribute='path') | map('markdown') %}
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{% for news in glob("news/*.md") | map('markdown') %}
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<div class="news">
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<div class="news--header">
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<h3 class="news--date">{{ news.meta.date }}</h3>
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