I'm making our Ludum Dare project into a full commercial game ❤️

Before LD46, I told myself that if i was pleased with our game for this jam i would make it into a full commercial game. A week after the jam, i still liked this idea quite a lot, some people seemed to like the concept of the game and i had a LOT more content i wanted to add to the game. So i've decided to make Bonfire into a full commercial game.

So a couple of weeks back i started working on it, starting with what we cruelly missed during the game jam: the editor. And i though, why not put the level editor in the game so people can create their own puzzles and levels ? I always liked the idea of having a level editor in my games but never did it for diverse reasons, so this time i'm doing it from the start. The editor that will ship with the game will be the one i use to create my levels.

Currently, i'm taking the time to recreate what we had during the jam but with robust code and an architecture that will scale better for a long term project. My goal right is to re-implement the features present in the jam, alongside the level editor.

Once this is done (shouldn't take long), i'll prototype the new mechanics i have in mind to see what works and what doesn't. I'm also going though the feedbacks we collected during the jam, there are a lot of good ideas in here. I'll have to be careful about feature creep though, as i don't want this project to take too long.

I'm still unsure if i will do all the pixel-art myself like during the jam (i kinda hate my art) or if i will find an awesome artist to work with (paid work, of course). I do have my eyes on some great composers since audio really isn't my thing (as i'm sure you already know if you played our games, haha).

For this version of the game, a couple of things are different though: - I'm working alone this time (instead of a team of two during the jam). - I force myself to work less intense hours compared to the jam, because i want to survive this year... haha. - I might not open source the full codebase (i still want to open as much as possible though). I'm opened to feedbacks on this !

But a lot of things are the same: - I tweet progress on the game every day on Twitter. - I'll keep streaming on Twitch, i'll try at least once a week.

TL;DR: If you want to follow the development of the full game: see my twitter.