While making the Coyote remake in Unity, I had to make some interesting game design decisions. I figured you might enjoy a behind-the-scenes look at some of these details.
I found the perfect asset package to build the town with instead of redrawing everything. I knew I would have otherwise never made the one-week-deadline of the Remake Jam. But with a switch from 2D to 3D comes it’s own unique set of challenges:
This week is Remake Jam on itch.io, which brought me back to my first (finished) game project, Coyote. I’ve been wanting to make a sequel to that for ages, but I’ve got enough games I need to finish first. But in the context of this jam, I thought it might be fun to rebuild the original in Unity, using everything I’ve learned since 2011. I’m not sure I can pull it off in one week, but it’s already been fun to rebuild the town in 3D (using this great asset store package) and recreating the intro. I’m excited to work on this further.
Talking to indie devs, the topic of backing up game projects often comes up. I’m a fan of GIT, but it’s still pretty difficult to explain, so I thought I’d write a GITting started guide (sorry). This isn’t by any means the way to do it, it’s just what I’ve found to work best for me. The guide got pretty long, but it’s good knowledge!
A year ago, I released The House On Holland Hill, a short narrative game built during Wizard Jam 4. In keeping with tradition, I’m now releasing version 2 of this game, on the eve of Wizard Jam 6.
THOHH was never meant to become a highly-polished game, but I found myself still thinking about it after I released it. So a few weeks ago I decided to work on a few upgrades to make it feel less like a prototype.