PLEASE START US OFF BY INTRODUCING YOURSELF:
I'm Wes, an American solo developer, and I'm 36 years old.
I'm Wes, an American solo developer, and I'm 36 years old.
Rogue Night is a rogue-lite survival game that takes place in a fantasy kingdom that has fallen to an evil lich- Necrosarian the Vile!
Players collect zombie heads for permanent upgrades, and can rescue survivors, find weapons, rings, and blueprints to build more structures!
I knew I wanted to make a survival game, and liked the idea of a rogue-lite for replayability. Once the upgrade system was in, the rest of the game just sort of came together. The world, and historical characters in it are based on a D&D campaign that I ran years ago.
The development journey has been rough honestly. I have never really mentioned this before, but I have rebuilt the game almost 3 times. I am in the home stretch of the game now, but am really feeling the burn out on it. I'm way too stubborn to give up on it now though.
I chose to work with Gamemaker Studio 2, because I've been using Gamemaker since I was about 13. I'm familiar with it, and wanted to see how much I could really accomplish with the engine.
The biggest hurdle so far was definitely the save system. I spent nearly 6 years starting and stopping development on the game because of this. I wanted to make a survival game, but was really stuck on this key component of it. About a year and a half ago, I managed to get it sorted out. Since then, I've been full steam ahead on finishing out the game.
Before that, about a year into development I had hired another programmer to help with the save system. I was told that it was not possible to do. And about 5 years later, I managed to do it. This programmer has worked on major indie titles, but I'll keep the names to myself.
Yes - start small! Do gamejams! slowly work your way up to larger games. Don't do what I did. Aside from that, don't let anyone tell you that what you want to do cannot be done.
Rogue Night is my first commercial release. I'm not sure how the launch will go. I'd love to be able to make games full time, but we will see I guess.
-Wes
❤️