written September 17th, 2014 by lbunclejoe
Hello everyone! It’s been a while since we did a proper development diary entry, and I figured that since we just did a whole month of updates for The Legend Of Doodle, it would only be fair for us to share some of the love with Collectems. Up until now, we’ve only really covered gameplay or conceptual things for Collectems on this blog. This week, I’d like to discuss something that relates more heavily to the game’s narrative and tone, and that’s the Reputation system.
written September 12th, 2014 by lbunclejoe
Something terrible is coming.
The Legend of Doodle - coming soon to PC, Mac, and PS Vita.
written September 7th, 2014 by lbunclejoe
Hey everyone! Doodle Month has come and gone, so let’s go ahead and look back at everything we covered over the course of those 30 days (just in case you missed anything)! See the full list after the break.
written August 1st, 2014 by lbunclejoe
Greetings, everyone! As we power through to the end of development for The Legend Of Doodle, there’s a lot that has been (and will continue to be) running through our minds - a lot of things have changed over the past 4 years; All of the work that’s been done (and redone), the ups and downs of development, the change of scope, even our shift of focus as The Layabouts. It’s given us a lot to look back on, some of it positive, and some of it not so positive! The development of this silly little game has been one heck of a strange ride for us all.
With there being so much to talk about, we felt it was only fair for us to share it with the rest of you. And so, I’m happy to announce that today, August 1st, marks the start of “Doodle Month" here at The Layabouts! Every day for the next month, we’ll be posting something new about The Legend Of Doodle on all of our fine social media outlets. This will include a lot of new screenshots, but we’ll also share some sketches, concept art, videos, fun facts, and of course our musical previews. You can check out the first post (where we take a look at the process in making the game’s cutscenes) by clicking on this handy dandy little link!
I can’t guarantee that August will be the month of the game’s release, but we hope you all still enjoy the festivities regardless. It’ll be a good, terrifying opportunity for us to show everyone what exactly it is we’ve been doing with ourselves the past few years.
written July 30th, 2014 by lbunclejoe
Hello there, and welcome to a brand new Collectems development diary. I know it’s been a while since our last proper entry, but we’ve been very busy finishing up another project of ours. We’re almost done though, so it won’t be long before we can resume these Collectems diaries on a weekly basis!
A few entries ago we introduced the idea of Action Points. Today, i’d like to go into a little more depth about the system, and talk about how our ideas have changed over the past few months. Before, the idea was that every turn players would select one move for each of their Collectems, and had the choice of spending AP on an additional action for the turn, such as using an item or switching out. Now, instead of building this as a system to budget player actions, we plan on using AP to budget all actions during the fight, including those of the Collectems. This, of course, required some changes to how AP is acquired.
written July 23rd, 2014 by lbunclejoe
Hey there everyone! Long time no see, eh?
Every summer for the past few years, we here at the Layabouts have been congregating to the far corners of the earth (usually my living room) for a grand old meetup we like to call Layabound. It’s a chance for us to do some more hands-on work, as well as just generally hang out and be bros for a good couple of weeks. This year’s Layabound just wrapped last week, and it was the longest yet.
Not only did we continue the time honored tradition of people sleeping in my living room, but we were also graciously provided with a lake-house venue for the bulk of the meetup. Lake Michigan was wonderful, it was great to see everyone again, and it was exactly the kind of refresher that we all needed now that we’re coming down to the end of Doodle production. That said, this month-long vacation/work retreat has left us pretty quiet, and i’m sure you’d like to know how things have been going.
Hey guys! Totally loving #Collectems concept. Out of curiosity, are you using any game/graphic engine for the game?
It’s our own engine, developed from scratch!
written June 11th, 2014 by lbhinchy
Our site’s been having some very spotty connectivity during the past few days, and I’d like to offer my apologies. We’ve been running into various server troubles, and then there’s been some complications due to us moving to a better server (because of those troubles). Plus, the waits have been exacerbated by us being so busy working on The Legend Of Doodle that it tends to take a while for us to notice the site’s down.
Everything’s working well now, and our issues should be over for the foreseeable future. So thanks for bearing with us!