Devlog #16 | 2019 In Review
It's been a very fulfilling and busy year for us at Bluecurse Studios! The road was rocky and a little tough, but we did it! While we're excited for the new year, it's time to cover a little bit of what went on in December and take a short trip down memory lane.
Thank You 2019
Snacko had an amazing year thanks to you. This year, we were able to start full-time development, push out our first pre-alpha build, and make big and exciting changes to the game
Devlog #15 | Alpha 0.2.X
November has been a wild month! The love and support Snacko receives never ceases to warm our hearts and make our day.
Devlog #14 | Adding some personality
This month is a hefty one! As we near the end of November, we also near the next update to our pre-alpha! You may have watched the video update on our YouTube channel
Snacko Awarded Epic MegaGrant!
Snacko uses Unreal Engine 4, a free-to-use game engine made by Epic Games. Part of their program to help developers, educators, and other people who use UE4 is a fund dedicated to people like us.
Dev Diaries #2 | Things we wish we knew
We did make a lot of oopsies and less efficient choices throughout the development, but we picked our top 7 that had the most impact.
Devlog #13 | Everything's starting to come together...?
Since it was our first full month of full-time development, there's a lot of stuff. I've tried to condense it down to the most exciting things, since a good week of September was spent fixing broken things and smoothing over bugs.
Dev Diaries #1 | Quitting my job to work on Snacko
The game development journey is something that is very new for us, and we want to share our thoughts and experiences with you along the way.
New Villagers | $500 Patreon Goal Release
We hit our $500 Patreon goal last week! It's such a big milestone for us, and it really helps us keep up with the cost of living while we work on Snacko. As promised, here are three new villagers!
Devlog #12 | User Interfaces
How many times have we reworked the town map? Too many times to count. It's an important space, though, so we want to keep iterating it until it feels right.
Devlog #11 | New Look
This month's tail-end has been a little quiet...because we're moving! On top of throwing everything we own into a shipping container bound for Canada, we're also transitioning to full-time work on Snacko in August. More time = more Snacko!
Snacko Is Going Full-Time!
We're happy to announce that we're starting a new chapter in both Snacko's development and our personal lives!
Devlog #10 | Building Systems
Somehow along the way, we decided to completely rework the building system! The good news is, it was absolutely worth pushing everything back for it.
Devlog #8 | The Great Outdoors
April felt a little short - we spent a lot of time developing and designing the meat of the game that will sit on the skeleton that we've created so far.
Devlog #7 | Our First Build!
It's been a hectic month! So hectic, I forgot what we did this month. During busy times, it's easy to feel like one week was one month, so looking back on the GIFs created within the past 30 days is always a nice surprise.
Post GDC Announcements
Lots has happened for Snacko in the past couple of days, and there's much more work ahead to slough through. What are we going to do next, and how is this going to affect Patrons?
Devlog #6 | You Have No New Messages
February was a short month, especially short since GDC is now hurtling towards us like a comet out to destroy our sanity.
Thoughts: Starting From Scratch
As college kicked into full force for me, development slowed down. We did spend a lot of our free time planning and talking about the game, but not a lot of time actually executing anything.
Devlog #5 | Birth of a New Town
Ah, the sequel of Birth of the Town released in July 2018. After our overhaul, I couldn’t use 99% of the assets I’ve already made. So, I had a good cry, and shelved them away. But, TA-DA! It has risen from the flames.