Posts Tagged ‘wolkenwelt’

Giving up

Posted by (twitter: @Stoney_FD)
Monday, October 31st, 2011 7:37 pm

As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.


Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.

If you want to follow the development process, you can either visit the official Wolkenwelt site, which has more information on the game and forums or you could follow me on Twitter.

October Challenge: Wolkenwelt

Posted by (twitter: @Stoney_FD)
Saturday, October 1st, 2011 3:35 pm

I’ve been anxiously awaiting the October Challenge this year. I wanted to join in on the fun last year, but I was way too busy back then. But I’m hoping nothing is getting in the way this year. Also, as of today I’m a full-time indie developer.

Before I get into what my game is all about, here is some back-story: I’ve grown up with strategy and simulation games like Sim City, Caesar or The Settlers and they have been and still are my favorite game genre. What I want to create is a peaceful strategy game which is not too complex for newbies, but not too simple for veterans. I had several prototypes in mind with different gameplay mechanics and what I settled on was a scenario in where the player has to build a settlement on sky islands.

Interestingly enough, I came up with the original sky island idea for LD #20 and after playing around with the idea for a bit, I decided to create a small prototype while I was at BIGJAM in Berlin. While I was not as productive as I hoped to be, I got the basics done and decided to stick with the prototype. All in all, I worked about three weeks on this game so far. If you want to know what happened so far development-wise, click here to be redirected to the development blog.

If you liked the screenshot, I uploaded a very short gameplay video to Youtube last month if are interested in how the game looks like in motion. I also want to mention that I’m not working alone on this: Christian Storcks is doing the music (a short preview of that is in the video I linked in the last sentence) and Jesse, a friend of mine, is helping me with some coding, in particular scripting and some backend stuff.

The game is going to be released for Windows, Linux and Mac OS X. I am planning on starting pre-orders by October 21st and I hope someone will buy the game.

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