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Dev Log #0

We're back, folks! 

After finishing the UDC Game Jam, we took a few weeks of R&R to regain energy, attend to real life things and generally blow off some steam. Last week, we got back together, all of us, to discuss where we stood and where we wanted to take this game.

And boy, it was a mess!


Seriously though, lots of ideas were thrown on the table, many discussions were started, and in the end a small but concrete step was made: a proper Game Design Document! Our little "holy book" for Cardboard Colosseum is still a work in progress, of course, but the foundations were laid out, ideas were fleshed out and placed in paper (or e-paper?) and responsibilities were defined. Armed with the design document, we started writing down our first tasks:

  • Code & Naming Convention document: This one was obvious. Having 3 different programmers with different backgrounds is fun and all, until someone starts reading through our code! So, we decided to define and standardize our code and filenames, for the sake of our own sanity.
  • Refactoring & code standardization: Based on the previous item, we started to slowly refactor our code to match what we settled for. Kaideu's the one doing this heroic task, with myself sitting on the bench in case he's needed.
  • Game Design Document (GDD): As I mentioned earlier, it's still a WIP. There are a bunch of things we still need to decide on, and Kilansky (as the proclaimed and proposed Game Producer!) is the one filling in the blanks right now. agreed to help him a bit, too.
  • Overarching story & story beats: One of the biggest changes we wanted to implement was to include a story. Cardboard Colosseum is, as of now, a mindless survival game. We would like to do a lot more than that. That's why NoahLemelson is working on coming up with a nice, enthralling and funny story.
  • Concept art: A non-stop, continuous task for our resident 2D artist, andreshb. Right now, he'll be working on developing a new ranged enemy (stay tuned for more on this!), as well as more concept art for several other items, specially those we aren't still clear about.
  • 3D Models: Once Andres finishes the new enemy, Kideya's responsible to bringing the magic and creating a nice, initial 3D model out of it, so the rest of us can tear it apart with changes. I guess that's the life of an artist!
  • Starting a DevLog: This is what you, dear reader, are reading right now. We plan on keeping this DevLog updated as much as possible, with sneak peeks of forthcoming features, art and gameplay decisions! 

So, if you liked Cardboard Colosseum, be sure to stick around: big, awesome changes are coming! And if you haven't played our Game Jam version of the game, download it! What are you waiting for!? :D

- Chuster II

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