Zeff Dev (@zeff_dev) header
Zeff Dev (@zeff_dev) profile picture

// Solo indie game dev // Working on a survival horror game: Escape Protocol https://nitter.gq/t.co/DsRojS8T9m

Joined December 2019
While making a game level, I realized how much I was assuming about the player. I thought I had an idea of how players would think. But those are just assumptions until I playtest. The interesting part is that even then, I won't get an answer, just clues.
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Once you fix the power source, 'they' somehow notice and rush toward the room. You have to finish the repairs before the barricade breaks. #gamedev
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A grid based inventory system could be a key part of my game. I'm thinking about how to simulate repairing broken electrical equipment and this system could work for that. #gamedev
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I feel like I keep seeing the same kinds of posts. Wishlist milestones, breakdowns of why a game succeeded, and devlogs. I imagine people get pretty tired of seeing them so I've been wondering how to stand out. I guess making a good game comes first. Honestly that's hard too.
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Added noise to prop interactions. So you need to be more careful when collecting items. Otherwise enemies can use that noise to search for you.
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Wow… this is not just a trailer, a short movie. So goose bumped in the part, robot vacuum cleaner, I felt this represents AI, cleaning the dirty hand draw painting on the floor
El emotivo tráiler de DRAWQUARIUM: Un juego indie de arte donde dibujas y crías a los peces que nacieron de tu imaginación.
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Now you can't stop the enemy from chasing you with just a laundry cart. And you can't escape just by closing a door either. #gamedev
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Working on placing blockout props in the rooms and I think I quite like the vibe. #gamedev
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Working on level design for the demo using vision, lights, and blockouts. Really happy to see it getting closer to what I had in mind little by little. #gamedev
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Level design is really hard. It feels like I'm cooking. I have some systems to cook with, like inventory, enemy, and combat, but the result can be totally different depending on how I combine and balance them.
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While the enemy is chasing you, closing a door just buys you a little time. Now they can break down doors if they can hear noise on the other side. #gamedev
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A closed door won't always keep you safe. Make enough noise, and creatures can break it down. #gamedev
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Notes and messages on the laptop help you understand what's happening here. Reading them can also update your quest journal. #gamedev
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The dialogue options in my game aren't fixed. Depending on the choices you make, new questions can appear. #gamedev
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I got a bit tired of sharing gamedev updates so I haven't posted in a month or two. But I'm still working on my survival horror game. I did take about two weeks off because I didn't feel like making the game. I thought I might need a break so I let myself have one. After that I worked on something you can't really see in the game yet. The story. It was hard because I'd never written one before but after about two weeks, I finally finished a story bible to use as a reference. Now I'm using it to plan the levels in more detail.
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Updated the tutorial in my game with item highlights and step-by-step hints that update as you play. It's much more intuitive now than the old version, which was just text on the walls. #gamedev
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After making several icons by myself, I don't need to search for icon packs on the internet anymore. I used to dig around for a long time to find the icons I wanted. And that is really cool! I still need more practice but I'm more confident about making UI for my game now.
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Working on the skill tree. Zoom, pan and tooltips are in, with the skill icons I made the other day. #gamedev
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What did you do today? Me: Icon work.
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My first time making a skill tree! You spend SP to unlock new abilities. Really rough but I think it's a good start. #gamedev
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