Time for the first devlog of Towards The Pantheon, the new game I’m working on!
During my last semester of university I started brainstorming what I should work on as my first commercial game. Eventually I came up with all the main ideas for Towards The Pantheon such as party members, plot, and game design, and I have been saving enough money from my full time job to be able to work on the game full time after the summer. I’m excited to say that things are coming along great!
Aside from a few concepts I need to finalize such as how exactly the leveling up system will work, the rest of the game design is finished. Leandro of Tok Arts has been working on artwork for the game, I’ve been working on the soundtrack and programming, and my friend Kyle has helped with some area and monster designs.
You can stream some of the first soundtrack demos above on my Soundcloud page that my friend Nic has helped run with me. I’m still trying to figure out the style of the soundtrack; which synths and samples to use, how much modern synth and old school chiptune influences there should be, and some stylistic things. You can hear that in the current six tracks; Broderskap (Norwegian for “Brotherhood”) is more orchestral, Battle In The Sewers has a heavier bass line, A Barren Wasteland, Six Six Five, and Lost In A Blizzard show the dark ambient and drone influences that will appear in the ice area and survival horror influenced area, and Sleep Tight is an attempt at a quick jingle that will play when you go to sleep.
What I would like as the end result of the soundtrack is to have different musical styles for each main area of the game tied together by some similar melodies and chord progressions. I think that would make each area feel unique, while having the soundtrack overall feel conceptual. I am excited to see how my progress with the soundtrack goes over the next year!
Leandro has been working on sprites for the four main characters as well as the first tiles for each of the main areas of the game. I’ve been very happy with the artwork so far, and can’t wait to see his next batches of work!
Myself and Kyle (who just logged into Tree Of Savior as I write this) have finished up the Monster designs, and we only have a few boss designs to finish.
On the programming side of things, I’ve decided to split the work into two areas; overworld mechanics and battle mechanics. Fortunately a lot of the basic overworld mechanics from my previous demos Overlooker and Overlooker 2 can be carried over and soon I will continue working on the new mechanics. Once the overworld mechanics are completed, I will switch over and work on the battle mechanics which will be more challenging. The battle system will be somewhat similar to Paper Mario and Paper Mario: The Thousand Year Door where the stats are simplified compared to games such as Final Fantasy but still challenging.
This devlog is a bit simpler than what I will focus on in future devlogs. For the past week or so I’ve been focusing on getting social media accounts up and running for the game, finalizing game design decisions, starting work with Leandro, and starting the first bit of soundtrack and programming work. Future devlogs will be much more in depth regarding the various challenges that I will face while developing this game. I love seeing the behind the scenes processes of my favorite media, so I’m going to try and update roughly every second week with a new devlog in case others can get a similar enjoyment from them. After all, my goal in music and game development is to try and make something that has the same kind of effect my favorite music and games had on me!
If you enjoyed this devlog follow the game and us developers on social media for more frequent smaller updates!
Thanks for reading!