Last updated 2024/01/21
In the confusingly-numbered Angeline Era devlog series, I’ve written two types of posts:
More traditional devlogs written about decisions made as we develop it. For example, Devlog [005] discusses the combat system - as we were working on it. These types of posts sometimes have conclusions that were later revised or discarded.
Posts reflecting on development. For example, Devlog [006] / Dev Timeline Part 3. These tend to have more interesting conclusions because I’ve had time to think about what it is we did 3-6+ months ago. However, they do lose a level of freshness and have a tendency to have after-the-fact justifications.
Here’s an archive so far.
[001] 2022/12: Dev Timeline Part 1 (Art Tests/Early Ideation) (About Pre-pre-production, 2020-2021)
[002] 2023/01 Devlog: The Autocuber
[003] 2023/01 Devlog: Leveling Curves
[004] 2023/02 Dev Timeline Part 2 (Early Story, Character, and Gameplay Ideas)
[005] 2023/03 Devlog: Poise and Combat System
[006] 2023/05 Dev Timeline Part 3 (Developing the Combat Moveset)
[007] 2024/01 Dev Timeline Part 4 (Level Design, Ireland, Research and Story)
[008] 2024/02 Dev Timeline Part 5) (Overworld Design, Level Design, Music, Tools/Art, Scrapped systems)
[009] 2024/06 Dev Timeline Part 6 (Setpoems, Action Adventure Storytelling)
[010] 2024/08 August 2024 Update (Missability, level count..)
[011] 2024/09 September 2024 Update (Video - Misc. topics (Overworld, revisions, bosses))