It’s been just about a week since we started aggressively working on our own game at dotBunny. The feeling of making something of our own is awesome!
Shortly after the Torment roll off, we decided to create something substantial that we could pour our hearts and souls into and call our own. Dethol.
The night after the inaugural PTBO Game Jam event, I started looking at creating a new website for the event. One which could be maintained by the growing community. In-order to grow the event I would need a marketing machine and staff that I could delegate too.
A second day on evaluating engines. Looking at Unreal Engine’s Signed Distance Field Shadows. It makes the decision easy.
It’s been a long time coming, and these last few “Torment” weeks sure have been exciting. Time really does fly when you’re having fun, and we have had a fun-filled couple years. This project has been a love letter to the RPG community.
Back in October of 2015, one of dotBunny’s favourite contractors (Dan Gies) reached out about an idea. He needed our technical backing to bring the idea to life. Dan’s studio E*D Films had grown into a well-known boutique animation studio in Montreal.
Cloney presents a rare and wonderful opportunity to discuss game development: the mistakes, the process and what it actually took to get it done.