Well, well It’s been a long long time since my last article (more than a year in fact). But we never stopped working on the game. Quite the opposite actually: we had so much to do that I forgot to write these logs. So what have we been up to ? Post-nordic game 2017 The last devlog saw us going to the Nordic Game festival in Malmö, Sweden (in May

Hello there, Restaste for another devlog for this 24th iteration on the game. Pleased to have you, get a seat and a cup of tea, and let’s dive right into it. Nordic Game 2017! Next week the Nordic Game conference takes place in Malmö. We’re very proud to be part of the SwissGames delegation there! As part of the delegation, we get 2 full expo passes, a financial help per

PolyLan: The Aftermath You might remember from the last devlog: We’ve hosted a small Everblind tournament at the PolyLan during the easter break. We had 16 players come for 2h30 of mind-reading, sneaky ball-destructive action. Congrats to the winners, although it was a shame I didn’t get the chance to play against them. Fun fact: So it seems that when you host a tournament, you need a way to rank

After banging my head against the wall multiple times, I finally managed to extract and abstract a system for easily creating and managing different game modes. We’re also adding more balls to the game, so I’ve added a “ball selection” thing. Alpha testers First things first: Now that the game feels pretty robust on our machines, we’re looking for alpha testers! So if you are interested in taking part in

Phew, what a month ! I didn’t have time to put my hands on the game this month, so I have no changes to talk about, but I wanted to make a quick post because a few things happened anyways. GDC Yaay! So, I went to GDC this year, for my day work. The trip was awesome, except for the flight. I got the flu in the plane. That sucked.

Hello my dudes ! It’s time to unwrap what we’ve done during this sprint 0.20 ! Content ! To kick things off, as promised we’ve had time to focus on a bit of content for this iteration. We’ve added traps in the levels. The idea behind these was to take a bit of control away of the players. Our reasoning is that a game without luck elements will be strongly

Ludicious The main thing of the past weeks is that we went to Ludicious, a large festival in Zurich dedicated to video games development. For a few days, people could come and try out many of the games created in Switzerland, amongst which was Everblind. Shoutout to all the festival staff and game developers, this was a huge success ! This meant for us a lot of stability work, to

Hey folks. A few hours before my flight, here’s the devlog for version 0.18 ! Map selection I’ve finally got the game to a point where it feels stable again. At the beginning, I created the game assuming that playing on a new map meant loading a new scene. With the way we wanted to handle map selection and the general feeling of “playing a real board game”, this was

Quick recap of what we’ve done the past two weeks on the game. This is devlog 0.17 ! Main Menu integration We’ve integrated the main menu scene into the game. The features are not bound yet, so it’s mostly just sitting here, waiting for some love. End Game We’ve started implementing a first draft of what we want to happen after a game ends. The hardest constraint for us is

Ahoy there! Here’s the devlog for version 0.16. Initial concepts for the game menus, and horizontal scaling on the menu ! Halving the controls We’ve decided to get rid of the button B. It was used to reveal yourself without attacking. At the last festivals we saw all players use the attack to see where they were, instead of using the reveal button. So why keep it? We’ve tweaked a

Hi there, Restaste again. As you may have noticed, I’ve been pretty absent the past weeks. The reason was a strong rush at my day job, which used all of my time. Nonetheless, we managed to make up for the lost time and push a version 0.15 which we’re very proud of ! Here’s what happened: Game design session with fellow devs We had the general feeling that too much

Sprint 0.14 is coming to an end, so it’s time for the devlog ! These last two weeks have been pretty unproductive because I was starting a new job and most of the team was on holiday. But regardless, we moved forward a little. What’s up We mostly did a polishing phase on the game. Our artist got his magical hands on UE4 and managed to pull off beautiful attack

Hi there! Version 0.13 is done, so here’s what we did. A load of refactoring both in code and lobby design. Problems with 0.12 The feedback after the Numerik Games revealed a few issues with the game. Thankfully nothing against the core mechanic (people liked it), but more about the way the game is handed to the players: The lobby/tutorial conveys too much info at once Players can’t join mid-game

It’s time for yet another devlog! Version 0.12 is ready and shiny. So, what have we been up to? Graphical Pass We took a couple of days to replace some of the placeholders with better assets. The walls, gold cube, ground, balls, attack trails, and general lighting of the game have been reworked on to get at first pass that looks a lot better ! It’s still far from what

Hi there, Restaste again here to speak about the progress we’re making on the game. Just finished 0.11, work for 0.12 will start next week. Event coming up We’re getting the build ready for the Numerik Games, a festival in Switzerland that will host an Indie Games section. For us, this means a couple of things. Firstly, the game needs to be stable enough that we can have players try

Hi there, Restaste here to tell you about the progress we’re making on the game. So far we’re up to version 0.10. We’re now starting work on 0.11 Finding a name We’re looking for a name that: Is not referenced on search engines Is pleasant to pronounce Describes well what happens in the game Since the game is about not seeing much, we’re leaning towards something evoking blindness, or the