2018 7DRL Postmortem: Explaining 80+ Hours of Code Mode Overload
POLYBOT-7 » Devlog
I've started a new postmortem over on my main dev blog explaining my 2018 7DRL dev process and the reasoning behind choices made along the way. It'll be a four-part series, presenting everything in chronological order and divided into the following segments (edit: series complete, added direct links to each part):
- Part 1: Preparation
- Part 2: First Days with UI, Aesthetics, and Mechanics
- Part 3: Spending Too Long on Map Generation and Content
- Part 4: Finishing Touches
Altogether it's over 10,000 words and 45 images :D. Itch.io has a limit on blog post length (I tend to share a lot of details :P) so I won't be able to effectively mirror it here, but you can follow the series there.
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POLYBOT-7
Destroy. Rebuild. Adapt. The world is your inventory.
Status | Prototype |
Author | Kyzrati |
Genre | Strategy |
Tags | Seven Day Roguelike Challenge, ascii, Perma Death, Pixel Art, Procedural Generation, Robots, Roguelike, Sci-fi, Tactical, Turn-based |
Languages | English |
Accessibility | High-contrast |
More posts
- POLYBOT-7 Stealth UpdatesApr 20, 2018
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