Look development was the main focus last week, right alongside enjoying franconian beer. Hello, I’m Tobi. Every week I write about the development process of our game “Paul”.
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addedLook development was the main focus last week, right alongside enjoying franconian beer. Hello, I’m Tobi. Every week I write about the development process of our game “Paul”. “Paul” combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul’s world gradually takes shape. I’m back in Franconia again, and I’ve gotten into the habit of grabbing a beer and spending my evenings with my tablet, continuing to work on Paul’s graphics. I’m slowly reaching the point where the content for the final demo includes all the planned gameplay and code features, which means it’s finally time for the next fun part: polishing the visuals. At this stage, that mainly means fine-tuning the color palette, adjusting the lighting and atmosphere, and adding more variety and detail to the world. I’m really enjoying dialing in the overall look right now. Here are a few updated sections from the levels. They’re not 100% final yet, there’s still some room for improvement, but I think they’re already heading in a really good direction. (I also posted some short clips with a speedpaint capture on Bluesky)
Paul changes
addedLook development was the main focus last week, right alongside enjoying franconian beer. Hello, I’m Tobi. Every week I write about the development process of our game “Paul”. “Paul” combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul’s world gradually takes shape. I’m back in Franconia again, and I’ve gotten into the habit of grabbing a beer and spending my evenings with my tablet, continuing to work on Paul’s graphics. I’m slowly reaching the point where the content for the final demo includes all the planned gameplay and code features, which means it’s finally time for the next fun part: polishing the visuals. At this stage, that mainly means fine-tuning the color palette, adjusting the lighting and atmosphere, and adding more variety and detail to the world. I’m really enjoying dialing in the overall look right now. Here are a few updated sections from the levels. They’re not 100% final yet, there’s still some room for improvement, but I think they’re already heading in a really good direction. (I also posted some short clips with a speedpaint capture on Bluesky)
Look development was the main focus last week, right alongside enjoying franconian beer. Hello, I’m Tobi. Every week I write about the development process of our game “Paul”. “Paul” combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul’s world gradually takes shape. I’m back in Franconia again, and I’ve gotten into the habit of grabbing a beer and spending my evenings with my tablet, continuing to work on Paul’s graphics. I’m slowly reaching the point where the content for the final demo includes all the planned gameplay and code features, which means it’s finally time for the next fun part: polishing the visuals. At this stage, that mainly means fine-tuning the color palette, adjusting the lighting and atmosphere, and adding more variety and detail to the world. I’m really enjoying dialing in the overall look right now. Here are a few updated sections from the levels. They’re not 100% final yet, there’s still some room for improvement, but I think they’re already heading in a really good direction. (I also posted some short clips with a speedpaint capture on Bluesky)