My Future Plans for My Game Night at the Clownville
If you have been following my indie game studio Instagram page, you might have noticed that there is a ton that we are doing in terms of bringing the theme park to life. Indeed, it is what we are doing at the moment. Let’s break down what the game will look like for the coming months.
It has been 8 months since the idea of Night at the Clownville came about in August last year and we have learnt so much at making 3D models, writing game systems, planning the story and even generating attention to the game. But I cannot deny the fact that the past four months has been a rough period of time considering I’m completing my degree and there has been a ton that managed to distract me from the development of the game. Don’t get me wrong, I’m not complaining. In fact, I have already foreseen that this is the situation I will be getting into. But this also explains why the game is going slow at this point, especially during this transition period when I’m completing my studies.
Nevertheless, this comes in at the right time to say that the demo is coming along pretty well though, with the early demo map being constructed at the moment. From the latest IG posts, it is clear that there has been a lot of showcase around the environment design within the theme park, showing off a couple cool-looking spots here and there. Heck, I even showed off the skybox on which I managed to add a moon, I still feel proud of that :).
But that’s just it.
The enemy designs are actually still in development, with my 3D modelers working on them alongside their school work. Even then, I have been putting off lately the game system scripts, trying to make perfect the level design for this demo before jumping into the code.
For those who have been following very closely the development of Night at the Clownville, I just want to reassure you that the demo will be released by the end of this year, despite a slight delay in the development timeline. Rest assured, we will be…