Category: Development Log

  • Week 12 – April 10

    In the final stage, every project faces the same question: how do we present our work to the audience, especially when what we’ve built isn’t a typical game? Across quarters, halves, and playtest days, much of the feedback we received came down to one question: What kind of game are you trying to make? In…

  • Week 11 – April 3

    During playtesting, we encountered a wide range of issues. Some were severe enough to break the system, while others could be worked around. Beyond fixing critical bugs, the time we had left only allowed us to address the most serious problem. After reviewing the feedback, we found a common pattern. Players did not fully understand…

  • Week 10 – March 27

    A central question has been present in our team since the project began: how do we build something new on top of an existing IP? It must retain the original’s identity while making use of contemporary technology. At the same time, it needs a certain level of consistency so that the fan base can accept…

  • Week 9 – March 20

    For the hex grid, I took a lot of inspiration from Catlike Coding for both generating and rendering it. That was basically my starting point, and then I built gameplay systems on top of it. Each hex stores things like its coordinates and neighbors, so it made it pretty straightforward to plug in range-based mechanics.…

  • Week 6 – February 27

    Many developers enter the industry driven by passion. There is a belief that enthusiasm alone will earn recognition. In reality, that expectation does not hold for long. In many projects, what one developer wants to make or believes is right does not necessarily meet the client’s needs or fit the project’s overall structure. A writer…

  • Week 5 – February 20

     The Artist’s Odyssey: Retracing the Silk Road When an artist encounters an unfamiliar domain, it often signifies an “Odyssey” full of challenges and opportunities. Our current project is a redesign of an old game. The background of this project is significant: it originates from a game released by our professor more than two decades ago,…

  • Week 4 – February 13

    As the core focus of this project, and also its most complex and most visible part, the combat system received the most attention from the design team. After analyzing the original game and the Tilt-5 platform, a top-down, grid-based TRPG approach proved to be the most suitable direction. From a modern perspective, traditional turn-based systems…

  • Week 3 – February 6

    As we presented our initial ideas to the faculty, we began to realize that we were stepping into something unfamiliar. Most ETC projects focus on building a complete experience or a tool, rather than a pipeline designed to support future projects and be maintained over time. Over the course of the quarters, it became clear…

  • Week 2 – January 30

    Last week, we established what tools we have at our disposal. The next question, then, is what we aim to create, or more precisely, how to achieve the best possible outcome within a limited timeframe. The result needs to meet both the client’s expectations and the instructor’s requirements, while still leaving room for creativity and…

  • Week 1 – January 23

    If we aim to develop a game for Tilt Five, the first step is to understand the device’s affordances. During the first week of the project, our engineers devoted a significant amount of time to conducting a thorough study of Tilt Five, leading to the following conclusions: In addition, we identified two unexpected factors. First,…