I’m now working on a village where you can do a few things and buy a very important item. I had to figure out a few more of my gameplay mechanic systems before I could continue creating more sections of the map. I also decided to more seriously plan the content of the game and see how much more I have left. This is a very superficial roadmap for the project, of course, because I’ll have more mechanics to create and some sections will take more time than others.

I think my biggest issue with Castle Of Illvision right now is that I just don’t take enough time to work on it. It’s not that the game isn’t interesting to me - it is - it’s just that I have less time than I once did and it’s really showing. Only 60 hours done since February, this is a real shame…

  • Time spent on the project so far: 60 hours

  • Currently working on: Village area

  • % of the game complete according to my current planning: 11%

Posted
AuthorJérémie Tessier

I’m definitely still working on Castle of Illvision, but I’m getting a bit bogged down in gameplay mechanics - which there is surprisingly a lot for a text-based adventure game - but I have a few more areas done. I’m currently working on the village area that you can get to if you manage to evade some wolves!

Here’s an unrelated octopus.

  • Time spent on the project so far: 48 hours

  • Currently working on: Forest area

Posted
AuthorJérémie Tessier

The project is not dead! I had a few setbacks in the previous weeks, like a bout of really bad mood, then there was a speedrunning week, but now I’m (trying to be) back on the project during all my free time! I managed to finish everything I wanted in my combat system, and that took a while because I couldn’t concentrate enough to write the algorithms I needed. But now you can defeat your foes and that opens up some part of the Castle. I’m back to generating content and story beats and puzzles!

  • Time spent on the project so far: 38 hours

  • Currently working on: Areas on the first floor after you defeat your first opponent.

Posted
AuthorJérémie Tessier

I kept working on the game recently, but not as much as I would’ve wanted. I started working on the battle system and some more areas to explore on the second floor of the castle itself. Once I have the basis of these gameplay systems (they are quite simple so it shouldn’t take -too- long, I’ll go back to other places you can explore with some new abilities under your belt!

  • Time spent on the project so far: 28 hours

  • Currently working on: Areas on the second floor

Posted
AuthorJérémie Tessier

I thought work would leave me more time, but I’m still crunching at the office. I haven’t had time to work on this much. But it’s still slowly progressing…!

  • Time spent on the project so far: 23 hours

  • Currently working on: Areas on the second floor

Posted
AuthorJérémie Tessier

With work and me moving to my new house, work on the Castle Of Illvision had stopped completely, now I’m getting my groove and daily regular life back, so I’ve resumed work on the game this week! I had to deal with going up/down stairs which didn’t work perfectly with how I had planned my coordinates system, but now that’s all fine and good. I’m realizing that creating a text-based adventure game is way more work than it looks like!

  • Time spent on the project so far: 20 hours

  • Currently working on: Areas on the second floor

Untitled.png
Posted
AuthorJérémie Tessier

GACHA HELL is on hiatus. The core idea of the game is still there and still interesting to me; Fight a bunch of monsters with a weird team of characters with tons of gear and skills to use in order to get currencies to feed into a gacha in an endless cycle of rinsing and repeating. I don’t think that my implementation that I had was fun enough and the content creation pipeline was a nightmare. I would have to retool significant parts of the game flow and the way I create all of these enemies/maps/skills/etc, which would mean doing a bunch of boring tech busywork for a good while.

So instead, welcome to Castle Of Illvision, my new project for now! It’s going to be a text-parser based adventure game where a brave knight rides on to the Castle to find their friend that disappeared there. Full of puzzles and pitfalls, Castle Of Illvision will probably come out this year or at the beginning of next year. I’m so busy.

  • Time spent on the project so far: 10 hours

  • Currently working on: Area outside the castle.

Posted
AuthorJérémie Tessier

I’m almost really done for real this time! I have two endings out of three completed but the last one will take a bit more time. I really want to finish before Awesome Games Done Quick start this Sunday, so that’s my goal right now. I’m still wondering if I want to add sound effects or if it’ll work without them (it probably is fine) but that would be a nice to have!

  • Time spent on the project so far: 116 hours

  • Currently working on: Last (last) boss

Posted
AuthorJérémie Tessier

I am almost -almost- done with Talk || Take. I just completed the last dungeon with its three mini-bosses and now I have to do the final fight which changes depending on your alignment. I also need to do the ending sequence, but then it’s simply a matter of adding audio, playtesting as needed (hah) and releasing!

  • Time spent on the project so far: 113 hours

  • Currently working on: Last boss

Posted
AuthorJérémie Tessier

I’m done with the shield sidequest, so now I started working on the Sword one, which will take a bit of time since I have to basically replay most of the game in order to gather all the Lightium Ore. It’s an interesting way to go about it because you don’t start with the fairly powerful Great Sword and need to plink away at dungeons and the overworld for a while armed with nothing but a pickaxe. I’m finding bugs here and there and stuff I need to re-design but otherwise I’m still having a blast working on this!

  • Time spent on the project so far: 103 hours

  • Currently working on: Sword sidequest

Posted
AuthorJérémie Tessier

Today I finished the evil sidequests of the game; Notably the acquisition of the Darkness Sword and the Blood Shield, I also made the functionality of using those together. Now I’m working on other stuff, like the way you can get better ‘good’ shields. I have a few more things left to do, but the game is coming along nicely! Almost one hundred hours too!

  • Time spent on the project so far: 98 hours

  • Currently working on: Shield Sidequest

Posted
AuthorJérémie Tessier

Didn’t have much time to work on the game these days because of crunch at work, but I kept plinking away at the Vile Wizard sidequest. You’ll need to do some bad stuff to get there, but the rewards are okay? I’m almost done with making the Darkness Sword stuff work, then I have the Blood Shield to do. Afterwards I’ll work on the main Sword questline and finish the ‘Good’ shield one as well.

  • Time spent on the project so far: 96 hours

  • Currently working on: Evil Sidequests

Posted
AuthorJérémie Tessier

Still working on sidequests! I don’t have that many left to do - although the remaining ones are the ones that will be the most time-consuming - but I’ve completed the Bomb Sidequest today. I still have to do the Staff, Sword and Shield ones, then I’ll tackle Castle Blackmoor!

  • Time spent on the project so far: 94 hours

  • Currently working on: Sidequests

Posted
AuthorJérémie Tessier

Today I almost completed the Bracelets sidequests and the addition of ThiefThief into the game. In order to get Bracelets, you have to go talk to Pilf The Sneak and he will challenge you to a treasure winning game. You can play the game and win them and you’ll need to pay and win 3 of them to get the strongest one. Or you can just steal the bracelet! In this case, ThiefThief, Pilf’s Reepuvian Worm will come after you for the rest of the game and it will try to steal the money enemies drop. He’s not super fast, but it’ll add up!

  • Time spent on the project so far: 92 hours

  • Currently working on: Sidequests

Posted
AuthorJérémie Tessier

Almost done with the ancient battlefield! I only have one enemy left and then I’ll be able to tackle Castle Blackmoore and a few of the side quests.

  • Time spent on the project so far: 89 hours

  • Currently working on: Almost done with the ancient battlefield!

Posted
AuthorJérémie Tessier

After a while spent working on my PROCJAM 2018 entry and a small break, I’m resuming work on Talk || Take with the second to last dungeon, the Ancient Battlefield. Enemies here include automated statues that shoot at the player and dangerous bomb droppers. This shouldn’t take too long because I already have the basic layout of the dungeon and the enemy concepts!

  • Time spent on the project so far: 87 hours

  • Currently working on: Starting up Ancient Battlefield

Posted
AuthorJérémie Tessier

Wild Island took a while to make because of its unique way to work as a dungeon, but I’m almost done with it, I just need to complete one final boss fight and test the whole thing and that’s going to be it! Then I’ll ‘only’ have two dungeons left…

  • Time spent on the project so far: 85 hours

  • Currently working on: Finishing up Wild Island

Posted
AuthorJérémie Tessier

Another one dungeon completed! I’m currently working on the magic staff mechanics before starting dungeon 4/7. Here’s a bit more of the encyclopedia!

  • Time spent on the project so far: 80 hours

  • Currently working on: Dungeons

Posted
AuthorJérémie Tessier

Still working on The Magic Grove, almost done in fact. I only have one boss fight left to code and then I’ll move to another dungeon. Probably the graveyard one!

  • Time spent on the project so far: 77 hours

  • Currently working on: Dungeons

Posted
AuthorJérémie Tessier

I’ve been working on the ‘third’ dungeon lately, The Magic Grove, it’s a forest themed dungeon with snakes, spiders and magic crystals. There are a bunch of other things to do in the sidelines, like sidequests and alternative paths you can take through the game, but I reckon I’ll work on that when I’m done with all the dungeons.

  • Time spent on the project so far: 76 hours

  • Currently working on: Dungeons

Posted
AuthorJérémie Tessier