Backstory and Future
Hello people! This is Theodore. A young man, an old boy. A human out of time...
Over a decade ago I started my adventure on the development field and I think I still know just the basics. You know, 'if' and 'else'. So I am in no way a real developer. Using Gamemaker Studio all this time I used tricks, copy and paste, used engines (examples) and saw hundreds of tutorials to make my projects.
In my first month on the field, I made a challenge to myself to see what I've learned. I had 1 hour to make a small game. Including a start, a boss and an ending. So the clock started! I don't know why but a memory of Medievil came to me and I thought I could make something like that in 2d. In a few seconds I had the title : DEAD KNIGHT. in the next hour i made the first demo of the game (unreleased)
Most of my work, I do not see it as an individual project. I always see a series behind it.
So one day I took the opportunity to make a jam with Dead Knight in mind. it was a Gameboy Jam so I released Dead Knight: Pocket Edition. It included one big level and one boss. Good...
After that I started creating the prototype for the main game with 16-bit graphics and incorporating more ideas that couldn't make it to the jam. So I released DEAD KNIGHT (the Campaign as I say...) It only had one level and that's it. What happened after that?....
Well then.. in almost 1 month I made the whole lore of the game. Story - Levels - Items - Stats - Bosses - Music etc.
Then I tried to take all these info and tried to make a presentation because I had a real BIG opportunity to work with the right guy! But at the time I didn't even know what a Game Development Document was, so I failed. After years I had another opportunity from other big guys but I failed again.
In retrospect, it was the best outcome. It made me not rush things and control everything in my creation. So i took my time working on other 'platformer engines' so that I can have a better/other feeling from the main game. Something easier for me to finish.
And that's where the Next Chapter in the series was born. DEAD KNIGHT - ARCADE MODE.
You may play it in a few hours... so watch out!
Get DEAD KNIGHT
DEAD KNIGHT
💀 Buy Now, Die Tomorrow 💀
Status | In development |
Author | Backterria |
Genre | Action, Platformer, Role Playing |
Tags | 2D, Action-Adventure, Dark Humor, Funny, Metroidvania, Pixel Art, Roguelike |
Comments
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I remember playing your games on gamejolt. My brother and I were really into Dead Knight, the most polished one.
The art is great, and the humour and mix between period dungeon/futuristic is just so cool.
We wished for a full lenght version of it.
But like you say, it is a long journey, I myself burnt myself out trying to make a full game out my school thing (Reditum).. It has been almost ten years, I made a company just so I could get a bit of public funding, then spent almost 3 years making a 20 minutes vertical slice demo of another game I made, and I now have to find a stressing amount of money to finish the production.
Made some smaller game along the way, work on other's too. I am finally done with impostor syndrome (I think).
I think the real skill needed to make videogame is grit, because it is really hard.
Good luck on your project, looking forward for whatever cool thing you end up doing.
Thanks man! It really needs grit to finish even the most simple task. Making games can be tricky even if all your theories and assets seem to be great. Creating FUN is the hardest because it needs time and testing. Let's hope are passion projects have a great future!
Yeah, plus the onboarding now is critical, so many games out there, your VSD must play smooth and be engaging.
We made ours like a pilot for a show, has to end up with a cliffhanger, and also be the tutorial and a finished prologue of sort, to show it around at festivals and publishers.
I consider that a VSD is when you don't need to be around to explain anything and the players keep being engaged with the experience. A hard balance that took us 3 years to get to, through a lot of playtesting and iterations.
It was long but it feels good to be at the point of features freeze and maybe the rest now should mostly be about level design.. And bosse's fight and marketing ... And well the road is still long and hard haha, but it is also a chance to be working on our game. We better be enjoying it now because it's long.
I am pretty sure whatever your project is, it will be dope, keep up the good work !