Solo dev, "Axiom of Maria"

Watching my friend play my game made me realize the library stage design wasn’t up to par. It’s frustrating to confront my doubts, but reworking it along with modifying the lighting will ultimately result in a better gaming experience.

I have finished redesigning the library stage, which took me a challenging week. I am now testing it for usability and playability, and I plan to enhance the scanning skill by adding hints.

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Added ‘Scan’ to the game for players to check destinations and other info. A last-minute addition, but I hope it improves the game.

Grateful for two new playtesters and their invaluable feedback. Incorporating all the insights is challenging, but I’m doing my best.

Just got some great feedback from playtesting and making many changes to the game. Adding a player scarf that I’ve been putting off so far, fixing endless bugs from bike combat, changing outfit colors, tweaking animations, and rewriting dialog. It’s taking longer than expected.

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Based on feedback from playtesting, I’ve improved the mechanics and gameplay of bike and boss battles. Nearing the end of a month and a half of playtesting, I’ve dismantled entire stages, caught surprising bugs, and made numerous feature improvements. I believe I’ve resolved any major bugs or errors and am now planning to make significant changes to the script.

I’m working on lightmaps, optimizations, and tweaking the script. Building lightmaps takes up much computer time, and optimization takes up much of my time. I tried it out on Steamdeck and was surprised at how well it worked.

Just like last week, I’m working on lightmaps, optimization, and scripting. This is my first time working directly with lightmaps, so I’m doing some trial and error. The story is fleshing out and improving a lot.

Some of the volumetric lightmaps disappear when I unload the sublevels, giving me a headache. I’ve scoured the forums and found people with similar symptoms, but no straight answers.

My first light map was a bit lacking, but I finally finished it. It was pretty hard to get it to work with the sublevels, and now I’m doing some more story and dialogue revisions. It’s all taking longer than I thought it would, and I’m hoping to finish it in May and go into recording in June.

I’ve finished revising the story and dialog, and it’s currently being reviewed by my wife and friend. While they’re reviewing it, I’m adding new scenes, modifying the game script, and fixing bugs. I can see that the goal is within reach, but it seems like the to-do list is endless.

The story review and applying the story to the game script are done. Now I’m fixing newly discovered glitches and improving performance. I expect to start the alpha testing in June. I’ll also upload the alpha build to Steam Early Access. Not much new to show. There don’t seem to be many Devlogs left.

(Sound on) Fixing bugs and wrapping up. Actually, there isn’t much more to say about DevLogs. So here’s a collage of all the DevLogs I’ve created so far, accompanied by the music I’ve made recently.

Nothing new. I’m preparing materials with videos and screenshots, updating websites, and fixing bugs. Translation has begun. Korean voice recording will start soon, but finding an affordable solution for English voiceover recording is proving difficult. I’m looking into various alternatives.

Nothing new as with the last few weeks. I’m populating achievements and creating loading screens. Korean voice recording will start next Monday and continue until Monday two weeks after. The Korean voice will be used as a reference for the other languages. Translation will also be done next week and will be reviewed for a week. Hope the output is satisfactory.

Hello @gefaltete !

I wanted to say I absolutely adore and admire the progress that you’ve made on the project. I’m a little late to discovery but looking back through all of the posts you’ve made is very exciting.

I adore the combat on the bike as I believe we don’t see it often. Then again, I’m partial to the very lovely design you’ve made as well. This feels very Cyberpunk with a hint of Final Fantasy esque things. Looking forward to seeing the final project! :star_struck: :green_heart:

Thank you so much for your interest and your kind words. I think I put everything I like into this game. It doesn’t seem easy, but I want to find people who like what I like with this game.

Hey @gefaltete !

I think that is a wonderful mentality. I would agree that I too want to find likeminded individuals when I create my own projects. The fact that you stay true to yourself and what you like is bound to bring many people in with the same or similar interests!

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Dude, imagining you made all of this alone is simply UNBELIEVABLE!!!

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Appreciate your reply. Many things are rough as I’m handling them solo. Some assets are purchased or outsourced.

Korean voice-over wrapped up a day early. Reviewing EN/CN/JP translated texts. Adjusted sword trail FX; it adheres better to the blade. ZeroNine Studio will carry out sound polishing. Data is trickling in. English recording, the crucial part, awaits. The dev. log for Axiom of Maria: Prologue is nearing its end too.