War Ender

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Welcome to the official website for the upcoming video game War Ender, created by Lance Talbert. Join the Outsider Resistance Movement and combat those who threaten the peace of The City!

Design of War Ender - Boss 1: The Wall of Lasers

Let’s get ready to rumble!

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War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

We made it, folks. The first boss level of War Ender is upon us. By this point the player will have learned the basics of the game. In addition they will have been introduced to the bulk of the enemies they will come across for the duration of the game. Now it’s time to put all that they’ve learned to the test, using the age-old game mechanic known as the boss battle. The entire first chapter of the game has been dedicated to getting the player excited and revved up for the adventure to come. This level is essentially the climax to that build up.

Things start off a little unusual for War Ender. There’s an ominous music track playing with Red standing in an empty room. Move forward a little and somebody speaks, saying that Red will make for an excellent test subject. Step a little further, and there it is! The Wall of Lasers, quickly closing the space between itself and the player. You’re introduced to the boss through two black bars, with dramatic lightning effects and text stating “Red VS Wall of Lasers.” Fun fact: when this was first put together I was very, very giddy.

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All bosses later on would use this style of introduction, letting the player know that the enemy has now brought out the big guns. Wall of Lasers is different from other bosses though, both in presentation and in the fact that you’re not really fighting anything so much as evading something. It’s a totally different dynamic to the bosses that will come later. Okay, even saying you’re not fighting anything is a stretch, as there are the laser cores that make the Wall of Lasers operate. The point is, it’s a different sort of battle and one of the more unique levels in the entire game.

But back to the battle at hand. Sparks are flying, the camera is shaking, the building is being destroyed, and it’s time to run. There’s a general sense of chaos to the level, and I for one enjoy it. This is also one of only two bosses to incorporate regular enemies into the battle. These enemies can also be destroyed the laser wall if you allow it. Oh, the thins The Outsiders will do to defeat Red, am I right? The level begins similarly to the game’s first level, where all you must do is cross a simple gap. The first enemy you encounter is the Shooter, but beyond that things start to take a turn. Turrets and mines begin to appear as well as a Shielded Flamethrower enemy. But in total there’s only a few enemies and it’s simple enough to get to the first core.

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Here is where the more traditional part of the boss begins. Your goal now is to destroy the core that powers the Wall of Lasers in order to progress. The Outsiders planned for someone making it to the cores and set up a defense system to keep their foes out. Four turrets move along the walls, firing bullets as you take down the laser core. I also placed two platforms to get the player on equal height with the core, eliminating the need to jump constantly to get hits in. One thing I could have improved is making it more obvious what the target is. There were multiple times when watching others play that I’d realize people playing the game would jump straight into the core, only to die instantly and wonder what happened. I tried adding the lighting bolts and the boss’s health bar to let the player know that the core is dangerous and is the target, but it seems to have only done so much. Thankfully people are smart and quickly figure out what to do, but it would seem there’s more I could have done.

Getting past the first core leads to the player’s first checkpoint. In addition, the same person talking to you before will comment on your progress, though at this point they still believe they have the upper hand. The second section has even fewer enemies, being more of a platforming challenge with an emphasis on disappearing platforms. There’s a couple rocket turrets standing the way but that’s all the enemies here. For those doing a destroyed checkpoint run there’s a health box lying in this section for players to pick up. Then we get to the second core and, aside from some slightly different geometry, it’s the same song and dance as before.

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The third section is my personal favorite part of the level and is another area I’m quite proud of. It’s nothing you’ve never seen before, but it’s always nice to have. After defeating a few enemies the player is greeted with a health box, but to get it they’ll have to take time to go down the structure to get it followed by climbing back up and jumping over the gap to progress. What we have here is an example of risk vs reward, a common element in games. Level 1-3 had a similar idea in its second section, with a health box surrounded by mines. Here, the risk vs the reward is much more obvious. Once again, for those doing a destroyed checkpoint run they’ll probably want this. After all, the whole point is to risk progress in exchange for 100% completion. Players playing the level normally may not see the need for this health box as their health was just refilled by the checkpoint. Unless, of course, they take a ton of hits from the enemies earlier.

Upon entering the third core the player is given a little mix up. There’s now a smaller laser in the core room, placed on top of the floating platform. Two things happen from placing this one object - first, the player now has to account for an object to their side as well the bullets coming from above and below. Second, this smaller laser can block player bullets, meaning that the player must move around occasionally to get their hits in. This is arguably the hardest of the three core rooms, though there aren’t as many turrets as before to deal with.

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One last gauntlet remains, mixing both platforming and combat into a majestic dance of death. You probably know what to expect at this point. Just before the last core room is a health box and a turret. The turret is interesting to me in that it asks players to either have one less hit point by running into it, saving precious seconds of the laser wall coming in. Or they can instead shoot it down and take no hits but risk the laser wall defeating them instead. What the player will do is up to them and their current situation. In the final core room we have almost the same room as before, but noticeably shorter, with an extra turret, and the small laser being on the roof.

The small laser could have honestly been moved to the platform and nothing would have been lost, but I think I kept it because I liked the differentiation. In addition, the room is shorter and that’s to limit the player’s options. Before they could easily jump or the small laser (though that wasn’t advisable) or the bullets. In this more cramped space they are relying more on dodging now. But, the core itself as the same as the other three. Destroy it, then move on to the level’s end. The building is collapsing, explosions are everywhere. Basically, it’s time to leave. But Red won’t quite make it out in time, as the building will give way beneath his feet and he will find himself underground.

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This final photo I placed above is the original sketch of the boss level. Wall of Lasers stayed very true to the original document, with only a few differences. For instance, disappearing floors were present much earlier in the level (though the document does show I crossed that out) and some structures were given increased height or additional platforms. The core rooms were also not sketched out in any detail, which meant I sort of made those up as I went along. Every core room was changed from the early version to the final product. For instance, the final core room was supposed to have two small lasers for the player to focus on. The reason that was changed was because two small lasers hitting each other created some interesting problems. Two of the core rooms were also going to have turrets on the sides as well as on the top and bottom but that created a little too much chaos for the first boss.

Thus concludes the design of the first chapter of War Ender, but there’s plenty more levels to dissect. In addition, I can assure you that there will be some updates on both of my next games in the August dev blog. That’s right, this time I can guarantee it instead of continually saying “probably.” I should mention that neither game will be getting any sort of release date there, just to be clear. Instead it will be an update on where things are at with the two projects. Finally, as of this writing the summer sale is going on with War Ender at a 75% discount. It’s a great time to jump into the game and experience the levels I’ve been talking about for yourself.

Until next time!

-Lance T.

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Design of War Ender - Level 1-3

One last battleground before the first boss.

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War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Welcome back to another Design of War Ender blog, where we go through the various levels and talk about how each one was made. So far we’ve looked at the tutorial and Levels 1-1 and 1-2. At this point the player is now getting pretty familiar with the mechanics of the game and has been introduced to a number of enemies. This has all been done to prepare the player for everything beyond chapter 1, and Level 1-3 is no different. The player is taken back out to the roof tops to learn about disappearing floors and two new enemy types.

Tying back a bit into my previous design blog, I wish I had moved the introduction of some of these enemies around. Level 1-3 brings enemies that require the dodge mechanic be used but no level up to this point had really done anything with it. However, the silver lining is that the average player would get to 1-3 by the time the tutorial is still fresh in their minds, so players would often pick up on what to do very quickly. But I suppose I should start with the first thing the player sees…what are those gray tiles?

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As if laser bullets, mines, grenades, and bottomless pits weren’t problematic enough, now Red has to deal with the floor disappearing beneath his feet! But it’s not all bad news. It at least takes a little time for the floor to disappear, giving the player plenty of time to react. First I make a long stretch of disappearing tiles with no enemies to show the player what these are. Then, after defeating a simple turret, the player is presented with disappearing floors in a slightly different way. They’ll need to hop up onto the higher floors then onto the yellow building to progress. This is where I try to demonstrate the timing required to navigate these floors safely. In case you make a mistake, there’s more disappearing floors underneath you to help you out. Just don’t stand on them too long.

Less hand holding happens from here, and now the player must jump across a chasm using nothing but the disappearing floors. In addition, when they reach the end they’ll have to fight off a few enemies. This is also a good time to show off how the player can use these disappearing floors to assist with combat, if for only a brief period of time. The floors maintain a fairly safe distance from the turrets, allowing players to shoot at them from across the building if they so choose. Finally, before reaching the checkpoint, the player must use both disappearing floors and the jump pads to clear the first section.

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As you might have gathered, the theme of this level is the destructible floors. But one straight level of dealing with those may be a bit overkill, so some new enemies are tossed into the mix. Meet the pyro (not that one), an enemy that shoots walls of fire in your direction. The only way to spare the hit points is to dodge past his walls of fire, teaching the player that dodging will become vital as the game progresses. There’s a helpful health pickup in case you take a couple hits or destroyed the first checkpoint. Just be aware of the mines underneath. Yeah, nothing comes easy in this world.

One pit of enemies later (which are avoidable if you platform well enough), you meet another new enemy. The “Shielded Flame Enemy” is a personal favorite enemy of mine, asking you to dodge past him and shoot his back to get rid of him. The shield will block damage from Red’s weapon and the flamethrower he wields makes it unsafe to jump over him. By this point, the player should start to get a firm grasp of dodging and how it works. There’s one more area after this where you must run across disappearing floors while dodging flame walls to get to the next checkpoint, completing the dodging training.

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The rest of the level is comprised of testing your knowledge of all the game’s mechanics so far. Every enemy is here, and the various environmental objects like fall through platforms and disappearing floors are present and accounted for. They all get used in different ways as the level goes on. For instance, two rocket turrets assist a pyro while standing over disappearing floors, requiring either quick movement or destroying the enemies. Near the end, another pit of enemies is present, once again asking you navigate upward using the disappearing floors. Falling will result in a brief fight, unless of course you wish to get rid of the enemies ahead of time.

While there are still some new things to show such as new enemy types, this is a good place to practice what you know as you approach the end of the first chapter. Wall of Lasers, the first boss, will also be accommodating this practice but the focus is primarily on the boss itself in that level. I should also mention that this level houses one of my favorite parts of the game. It’s incredibly small and only lasts a moment, but shortly after reaching the final checkpoint there’s an area where four jump pads are lined up in a row. The player only needs to jump once, hold the direction, and land on the first jump pad to practically be carried over to the final building to overcome.

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Admittedly, the third level does not have quite as much going on as the previous two levels. While there are certainly some new things to look at, a lot of the level is previous mechanics being used in new ways. This of course could not have been possible without the first two levels coming before it. Even after the first chapter, many of the levels will at least have a lot of new things going for it, even if that new thing is just a unique level layout. Unique level layouts of course lead to new ways to use enemies and mechanics to entertain the player. War Ender’s third level instead works to get you comfortable with the game so that the rest of the journey can be enjoyed.

Things are going to start getting very interesting from here on, as next time we’ll look at the game’s first boss and the challenges that came with putting it together. From there, levels begin to get more unique geometry and settings along with some new enemies and hazards. But I suppose I’m getting ahead of myself. In the meantime, I may have some new updates for Impressions by the time the next dev blog goes live. That game is getting very close to being playable from beginning to end. Hopefully I’ll have more to tell before long.

Until next time!

-Lance T.

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Design of War Ender - Level 1-2

Hop aboard my train of thought as we dissect Level 1-2.

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War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

My goodness, it’s been a while since we’ve focuses specifically on War Ender, hasn’t it? Well, I don’t have a lot of new things to show off with any of my upcoming projects. A lot of what I’ve done with those involve smaller updates that couldn’t really fill a dev blog. Thus it seemed like a good idea to dive back into War Ender’s design and walk you through the philosophy of one of its levels. Today we’re going to examine Level 1-2 and look at how it introduced various ideas into the War Ender gameplay.

For starters, I have a fun little nickname for this level. I call it “the big list of enemies” level as one of its key aspects is revealing several of the enemies you’ll encounter for the rest of the game. And this is where I begin with a self critique of my level. I really wish I hadn’t thrown as many new enemies in here as I did. When originally creating the level the idea was to show off as much gameplay within a few levels as possible. This was at a time when I was still trying to get War Ender a booth at a games festival. In many ways, I was still working to make that good first impression I was talking about the last time I went deep into War Ender’s design.

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If you’ve followed this blog closely, you’ll know that booth was never acquired, at least not at the festival I was looking to attend at the time. Still, I didn’t really change the fact that this level throws too many new enemies at you. In total, there are four new enemy types to combat. This is more than the first level introduces! This would have been fine if

A) there were a lot more enemy types in the game, or

B) the setting wasn’t so drastically different from the previous level

But neither of those things happened, and therefore 1-2 remains a level that I still think throws too much at the player too early.

All that said, I feel 1-2 succeeds in many other areas. Let’s start with the aforementioned setting. The player has gone from being out on building tops to inside a factory. Obviously the level rules and geometry is going to be fairly different, and to hammer that fact home I present the player right from the start with a simple task…go down. Fall through the platform and face the enemies below. Now there’s something you can’t do outside! The whole first section is like this. It presents very few enemies and gives examples of what an indoor level is like. On top of this, the game is now showing that story can be delivered mid-level too, as an enemy exclaims to his buddies that you, the player, are here and they need to get out of there fast. Just a small reminder that the enemies fear you.

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After this is when the new enemies start appearing, and they come quick. You’re first introduced to a turret that zooms forward from the screen and starts shooting. Thankfully, they’re at least less resilient as the regular turrets. Still, this will show the player that enemies can pop in from the sides at any moment. Right above them are the infamous rocket turrets. I placed these enemies above platforms so that the player has time to see what they do. These turrets shoot rockets that will home in on your position, requiring you to either destroy the turrets quickly or move around the rockets.

The player is shown a quick demonstration of the power rocket turrets have with other enemies. A few robots from the first level are wandering the platform above with a rocket turret behind them. This is one of the more basic interactions that the rocket turret can have with other enemies. Next up are the mines, spread along the ground waiting for you to jump on them. You’ll hopefully notice the blinking lights before you jump down to where they are. If not…well, you can guess what will happen. Either way, the player is taught that traps can be placed by their enemies. Fortunately, you can shoot these mines before going down to where they are. Enough mines are placed so that players will most likely accidentally shoot the mines, destroying them. This is War Ender’s way of saying “don’t worry, you’ve still got the advantage.”

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At last, you’re introduced to one more enemy - the grenade enemy type. They toss grenades at you in an arc, requiring careful approach in order to defeat them. They’re first shown off three in a row, straight in a line, to show the player what they do. Immediately after this they’re interacting with two turret enemies. You’ll also notice that the roof is awfully low here, subtly telling the player that attempting to jump over the enemies will most likely reward them with a grenade to the legs.

With the new enemies introduced, the rest of the level is dedicated to tossing level design and enemies, both new and old, at you in ways you hadn’t seen previously. For example, one area requires you to shoot some mines in order to make an area to stand on. In another, you have a grenade enemies threatening to hit from across and below a platform along with a moving turret discouraging mindless jumping. And after that, you get to the final part of this level. Brace yourself for an onslaught of enemies like you’ve never seen before!

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It starts off simple. A couple of turrets, some shooters, nothing you’ve never seen before. Then all of a sudden you’re greeted with a pit full of enemies. How in the world do you get through all of that? In truth, at the time of making the level I wasn’t sure myself. I almost cut this part out but a friend told me he thought it an interesting segment. He compared it to lava pits in other platforms and said this enemy pit is far more interesting. Due to that compliment, I ended up keeping it in. And I’m glad I did too. Most players were well acquainted with the shoot-float mechanic by this point, so they would intuitively figure out to simply shoot-float past them, picking them off as they navigate the platforms. A health pack is found in this area to allow them some room for error.

In case you don’t want to simply glide over them, the option is available to take the pit head on and vanquish all enemies. To this day I find it rather cathartic to do. To a newcomer it certainly won’t be easy, but the feeling of satisfaction after doing it is immense. This simply would not have worked anywhere else in the level. It had to happen immediately after getting a checkpoint, learning the enemy types, and sharpening your skill with the game’s mechanics. Remove any of those three things and this segment could have been not fun very quickly.

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Regardless of whether you fly over them or defeat them all, you’ve made it past the second level of the game. Cyrus stands there at the end informing you of where The Outsiders are going and thus the stage is set for the third level. As a fun little bonus this is one of two levels where you can reach the top of the flagpole, Super Mario style. You certainly don’t have to, but doing so will change Cyrus’s dialogue a bit with him asking you to come down from there. A fun little easter egg exclusive to this level that simply came about because I had a floating platform near the end that had no other purpose. Sure I could have just deleted it, but where’s the fun in that?

In an effort to continue wowing the player, War Ender’s second level throws a lot at you. And while individually I think the game handles these introductions fine, it would have been better to save a few of these new things for later levels. In an alternate timeline there’s another version of this game that primarily focuses on showing the player indoor level design and, at most, two new enemy types. But that’s not the level I created. Still, it seems to have worked out because I noticed that by the time someone finishes this level War Ender typically has gotten its hooks into them. At this point the player must now brace for a couple more new enemies and a new environment object. But that level’s dissection is for another time.

Later!

-Lance T.

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Milestones reached!

What’s going on?

character creator alpha.jpg

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Now that I’ve begun to get settled in, it’s been good to be back in the wonderful world of game development properly. And given the updates coming next, it was a good time to jump back in. Perhaps I should just say it now. During the month of March we had two, count ‘em, two major milestones achieved. To say that I’m pleased would be quite an understatement. So what happened? Let’s start with what’s probably the simpler one to explain.

The first major milestone I want to go over is for a game that I’ve not said much about. For this larger game that I’ve been working on, I can finally come out and say that all the gameplay for this game is complete on a basic level. All player abilities are operational, even if not fully fleshed out. Some simple enemies have been created which can be expanded upon later, and the upgrade system (you read that right) is in place. There’s a basic gameplay loop in action. What comes after this? At the moment, I’m still figuring that out. This event, as of this writing, only happened a few days ago. Just in time for the dev blog, am I right? While I still can’t show or tell much, I figure we could celebrate this momentous occasion by giving you a very, very alpha screenshot.

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Have I mentioned that it’s 3D? I’m sure I’ve brought up the basics of the game before but if I’m honest I really don’t know which dev blog entry that could be. But yes, as you can gather from the screenshot (again, extremely alpha), the game is a first person shooter (FPS). Astute eyes can probably tell that this project is using Unreal Engine 4, which felt perfect for the kind of game I wish to make. You have your health, a gun with infinite ammo (between this and War Ender, I’m quite generous with ammo), a compass, and another gun with…fire ammo? Hmm, interesting.

We’ll leave this big game alone for the time being. It still needs plenty of time in the oven, after all. Let’s move on to Impressions, a game that I allow myself to say much more about. It also hit a major milestone, though what was achieved is a little less obvious. In a nutshell, the game is far along enough that I was able to come up with a basic demo for it. This demo isn’t available to the public though, sorry. It was created to show a certain artist what the game was all about. However, the fact that it could be created at all speaks well to the game’s progress.

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To create this demo, a few things needed to be done. First, character customization needed to be allowed. A very important aspect of Impressions is letting the player be themselves in the game. And that all starts with the basics, such as your gender and name. Now Impressions addresses you as he or she, and will call you by your name. Or, if you like, you can have the game refer to you as “Butter.” It’s up to you. Once you’ve got your character created, the game begins.

From there, the progress continues. The first in-game day is fleshed out and ready. The characters now correctly respond to your various actions. So if, for example, you start the game talking about the greatness of aliens coming only to then suddenly call them mean names, the game will call you out on your inconsistency. The remaining days still need this aspect worked on, but it’s coming along. In addition, three of the four in-game days are playable from beginning to end. All that remains is day four, which is effectively the part where you get your ending. So, everything leading up to the game’s final moments is playable, and it’s just the ending section that needs working on.

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The next major steps involve getting the game’s endings in order and allowing the remaining days to have the same responsiveness of the the first day. Doing all this could be potentially tricky since you have to program the game to be mindful of more and more choices as the story progresses. But once those things are done, the only other tasks remaining are polish. That includes technical polish as well as writing polish. And of course, there will be music, sounds, and art that doesn’t look like it was made by a programmer. Numerically there isn’t that many tasks left to do for Impressions!

But let’s not underestimate the work that remains. Just because you can count the number of things to do on your fingers doesn’t mean the path will still be easy. Making sure Impressions reacts to the player correctly for the remaining days will most likely be the hardest task and could take some time. All I can say is that the game is ready when it’s ready. How long that may be is something I don’t even know. But with this milestone completed, Impressions is that much closer to being finished.

Until next time!

-Lance T.

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

On Environments and Game Development

I’ve had an interesting last few weeks.

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War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809

Part of the fun of writing a dev blog for February is that you don’t have as much to say since it’s a shorter month. Granted, it’s only a few days shorter, but less time is less time. So what’s been going on in February in the world of Infinite Level? Well, I have a simple answer for that. I moved. The apartment I had stayed in for the last few years was nice, but it was time for an upgrade. Thus, my wife and I have gotten our own house. Now I can be as loud as I want!

In all seriousness, the moving process is long and exhausting. Technically I’m not even done as we haven’t finished unpacking. I would be lying if I said much had happened in the game development scene. But the whole process got me thinking about what a game developer must do while still going through a monumental change. Eventually I settled on something very simple. The moving process gave me time to reflect on the past and think about the future.

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The events that happened before the big move were obviously a big deal. War Ender came out. That was easily one of the biggest things to happen in my life. And thankfully, the positive reception I had seen from before releasing War Ender carried over into launch day and beyond. Not too long after that, a batch of extra levels was released for War Ender which revived some old levels that didn’t make the final cut. It also showed off a “concept level” that was created when War Ender hadn’t even gotten it’s official title yet.

Sadly, due primarily to the need to work on other things, that first batch of extra levels for War Ender was also the last. There’s still some other levels that were scrapped that could have seen the light of day had I allowed myself the time to create them. But there comes a point where, as a game developer, you have to decide when to let a game go and move on. For my first game, that first batch of extra levels was that point. I can still say that War Ender does the things I ultimately wanted it to do.

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War Ender’s development comes to a close, and in remembrance I keep a few things that I had related to the game. This includes the banner I used at conventions and a little sign I made for the game. Unsurprisingly I place these items in my new office, reminding both myself and those who come in where I came from as a game developer. Well, partially at least. Now with that game complete, some new ones arise and prepare to take center stage.

Last month I revealed Impressions, the first of my intentionally small games about a trio of pundits talking about extraterrestrial aliens. Much like how buying a house represents a fundamental change in both how I live and how I view certain things, Impressions represents a shift in how I make video games. Impressions is much more story driven than anything else I’ve ever made. While that makes things like game mechanics and programming easier, it still has its own set of unique issues that I will have to tackle. During February I finished coding in the basic story beats of Day 3. On top of that I also made several passes through the game already and took note of which places need to change more based on player choices.

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I’m also beginning to think harder about what kinds of polish will be needed as the game goes on and how I wish to handle the game’s release. Being a smaller game there’s less pressure for it to make as much noise as War Ender. Yet at the same time you still want to be sure it gets in people’s game libraries. It’s a far cry from how War Ender was when thinking long term. In fact, just about everything with Impressions differs greatly from War Ender. Just like, you guessed it, house life versus apartment life. The two require different things and different approaches to those things.

It will be interesting to see how my development sensibilities change now that I’m in a new environment. And it will perhaps be even more interesting how I fare with a more story driven game compared to a mechanics focused title. It certainly is the season of change right now, and it is quite exciting. Now that I’m beginning to settle in, I look forward to seeing where Impressions goes over the next month. Look forward to more updates in the future!

Ciao!

-Lance T.

War Ender Store Links:

Steam: https://store.steampowered.com/app/884070/War_Ender/

Itch.io: https://prof-smash.itch.io/war-ender

GameJolt: https://gamejolt.com/games/war-ender/355809