Devblog #5

Last week my websites got hacked so I had to restore my backups and ended up with more website management work than I wanted, but anyway, I was in the middle of transferring my to a new host and is now tidied up, everything in one place, this devblog, commission information and all of my links.

Also I haven’t been drawing because I’ve been taking care of documentation a writing my ideas for the game, but I should get back to drawing soon.


I can’t really show much of this at the moment, and it’s probably the one thing that will stay mostly hidden from the public at large. But it can be said that this game is going to stay away from a large exploration/mining/trading types. I’ll go with mission>base>mission formula. Don’t get me wrong, I’d love to have a big open ended universe, but the old Freespace 2 type of game is a lot easier to make. The only problem is that games like that are not common anymore for being too limited, but I think that with enough graphics, immersive mechanics and a mature story, those limitations can be overcome and deliver a solid experience. Games nowadays are easier to make, but it is more difficult to attract the attention of the public because of the sheer number of games being made.

Finances is also a thing that worries me deeply and is what’s keeping me up at night, but I believe I’ll find more paid stuff to do (as always). The good news is that I feel my paintings have improved a lot on the last month (more than in the last year). This tutorial essentially talks about how to think in RGB instead of HSV, and this made it easier to apply much better all I know about color theory. Colors and values shift much more naturally now and it’s easier to focus on the creative side of the piece. I still feel I’m going with too much saturation, it makes everything look cartoonish, but all in all, I’m pretty happy with these techniques at the moment.

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