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An open-world Metroidvania game, inspiredby T.S. Eliot's work. You are a fallen king, find your way, explore, meet memorable characters and fight to survive into an hostile land. All in gorgeous 8-bit style.

Post news Report RSS The Waste Land Development Part1

Development of The Waste Land: can you draw pixel art on a bouncy train?!

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I think that The Waste Land has had some unconventional development cycle, even in the indie scene. The game started as a GameMaker experiment in july 2009. I used my spare time during lunch breaks
(outside that lunch breaks i'm a professional developer too, having directed the development fo some fine racing games like MotoGP13 for Playstation3, Xbox360, Playstation Vita, PC.. but that's another
story!) to work on it, then i added the train travels i have to do every day ( i'm a commuter) so i had about 2 hours a day. Not bad. By the end of the first year i had a vertical slice, some levels, some
enemies, a boss, so i started working on graphics too. I used the remaining 3 years working on the levels and the enemies, basically.

Forest world map

Now i'm in the final stages of debug and tuning, and i've approached
the level and world design in a day-by-day and top-down basis. In other words, i've designed the overworld by rough lines. Then when it was the time to work on a particular world i've desinged its map, and its levels, trying to create something always interesting, spreading around villages, towns, temples, secrets and bonuses here and there. At the end, after 7 worlds, it turned into a second nature to me.

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Fledermaus.

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