![]() ![]() With limited time outside of my full-time job and with very few people able to help out with testing the game, I ended up having to work very closely with the beta players to develop fixes and ensure things were working as they should in all potential situations. For that reason, the start of the beta was really eye-opening and lead to a lot of hard work. I was unable to replicate what a new player, completely unfamiliar with any given system, may do. It seems that no matter what I did, I was subconsciously playing and using features in the “correct” fashion. The hardest part was making systems simple and self-explanatory enough for everyone, even those without genre experience. A lot of people think the bottleneck was the monster designs, with there being such a massive amount of them thanks to our signature crossbreeding system. This is my first serious game development project, and I underestimated the work it would require to finish up Monster Crown‘s massive feature list and world. Though based primarily in Pokmon-like gameplay and design, the game also. At the time, the goal was to have the project launch in February 2019, and I honestly felt like the game was about 70 percent done at the time. Gameplay follows a rather familiar format, wherein you obtain and train a team of up to eight different monsters and pit them against both wild and tamed foes in simple turn-based battles. Developed by Studio Aurum and published by Soedesco, Monster Crown is a Mons. ![]() It's up to you and the monsters you make pacts with to prevent the return of tyranny. With a history of sadistic rulers and heroic saviors, the island faces another threat in the form of a malicious young woman seeking power. Jason Walsh, Studio Aurum: The project began in early 2016 with my first monster sprite, and we hit Kickstarter in 2018. Unravel Crown Island's dark story as you create your own monster legacy. ![]()
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