Falcion (Global)
@falcion_gn
— artwork by: @ginias1007
6 posts
Talks

DEVBLOG №5: World-building

The previous publication spoke in detail about the tools and general issues related to the development of the game world, plots, principles of their development, including the specifics of the root cause of choosing exactly this tool in the context of other proposals, with only a small, in that final form, designation of how they can be used in practice. And this publication more clearly describes exactly the practical use of inventories of functions, not only from their technical part, but also from the creative part, i.e. about the process of working with them in general within the framework of development.

DEVBLOG №4: Toolkits

The previous type of publication decided to tell about one of those fundamental and colossal characters, in the dogmas of scholastic standards, having finished the initial saga about the main plot persons and their ideas, at the same time allowing to get acquainted with the world in general and set the fashion for subsequent types of publications, including this one. At the same time, those publications presented themselves as a large-scale material, on the emergence of which many questions, concepts appeared and it [publication], nevertheless truly forced the project to rise to another technological level and in essence to develop its toolkit as never before, having compiled a base of things and their objects.

DEVBLOG №1: Gods, men and bureaucracy

In today's devblog post, let's talk about a side of development that is of little interest, but no less important - one that is as essential to any element of the creative process as oxygen is to a living organism. It will be about bureaucracy, the formation of visions and ideas, and the ways in which they are regulated. We'll touch briefly on the plot, without predictions or spoilers, and for dessert we'll present brief images of the protagonist and antagonist of our story.