Hi all, Liam again. For today’s blog, I thought I’d share an issue we’ve been wrestling with throughout the development of Sunless Sea. Almost from the first moment we started right up until yesterday, we keep encountering this bizarre limitation that we need to find a solution for. Text. Text just doesn’t play well with […]
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Coming together
February 25, 2014 · Sunless Sea
Hi all, Liam again. I thought I’d do a post on one of the most exciting parts of developing Sunless Sea for me. Just as I get a kick out of seeing one of our placeholder textures being replaced by a game-ready sprite, the feeling of a mechanic snapping into place is an amazing moment […]
Rocking the boat (and other cheap tricks)
February 19, 2014 · Sunless Sea
Hi all, Liam here again! When we started working on Sunless Sea, we knew that we wanted it to focus on good gameplay and storytelling above all else. That said, we also want it to have a distinctive visual style and to look as good as it plays. Fallen London is a game of words, […]
2D, or not 2D?
February 11, 2014 · Sunless Sea
Hello everyone, Liam here. You haven’t heard from me yet because I’ve been up to my eyeballs in development work, but we’re reaching a really exciting point with Sunless Sea, and I wanted to tell you all about it. Building the game has been interesting. It’s got a lot of Fallen London in its DNA, […]