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Steam News7 April 20215y ago

Creating Perseverance

Hello dear friends, Today we're going to tell you a little bit of the story behind the creation of Perseverance.

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Full Perseverance: Part 1 update

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changedHello dear friends,The challenge was to design the game and the story in such a way that we could 're-use' each hidden object scene at least twice. The initial story had to be reshaped. Reasons for the main character to perform hidden object tasks needed to be invented. That was a lot of work.
changedHello dear friends,The first gameplay mechanics appeared. There was a huge contrast between a fast-paced story and slow-paced hidden object mechanics. We wanted the game to have a good pace, one that would engage the player.
addedHello dear friends,Visual novels gameplay mechanics were easy and allowed us to focus on making the story deeper and more personal. The initial story was more about zombies and action. We managed the development of was more about the characters, their relations, and inner struggles. It was mainly thanks to my writing sidekick, Basia. She was very engaged from day one and added a lot of value to the main story. She also aided us in making the characters more believable and likable.
changedHello dear friends,https://store.steampowered.com/app/1367460

Hello dear friends,

Today we're going to tell you a little bit of the story behind the creation of Perseverance.

Initially, the game's structure was supposed to be simple: a static story cutscene followed by a playable hidden object scene, followed by another static story cutscene, and so on.

The challenge was to design the game and the story in such a way that we could 're-use' each hidden object scene at least twice. The initial story had to be reshaped. Reasons for the main character to perform hidden object tasks needed to be invented. That was a lot of work.

The first gameplay mechanics appeared. There was a huge contrast between a fast-paced story and slow-paced hidden object mechanics. We wanted the game to have a good pace, one that would engage the player.

Over time we began to see it more as a unique visual novel than the hidden objects game.

We sat down with one of our writers, and we chopped the story into five arcs. This way the number of characters and plot details that needed to be included in a single arc became countable. We began to see the full scope of a single arc, and we decided to deliver the story in episodes.

Bob's Gas Station. 2D background for the point'n click prototype

Visual novels gameplay mechanics were easy and allowed us to focus on making the story deeper and more personal. The initial story was more about zombies and action. We managed the development of was more about the characters, their relations, and inner struggles. It was mainly thanks to my writing sidekick, Basia. She was very engaged from day one and added a lot of value to the main story. She also aided us in making the characters more believable and likable.

Actual Bob's Gas Station from Perseverance: Part 1

We believe that failing to deliver a big game is easier than actually delivering a small one. That is why Perseverance is an episodic adventure. We are very satisfied with what we managed to achieve as a team and that Perseverance: Part 1 is worth the time to enjoy it.

Actual game footage from Perseverance: Part 1

We created a game that conveys a message and lays a good foundation for future episodes.

That's all for today :)

If you would like to stay in touch with us and be a part of our community - join our Discord channel.

Regards, Titanite Games

Website: Titanite Games

Discord: Discord

Titanite Novels: Twitter - Facebook - Instagram

Titanite Games: Twitter - Facebook - Instagram

https://store.steampowered.com/app/1367460

Source

Steam News / 7 April 2021

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