DD3 + concept arts

As promised another DevDairy! This time is me Your friendly neighborhood Spide... Pies Dariusz


  • We are slowly improving the system to make it more convenient to build levels
  • The map editor has been improved
  • Newly created canals
  • We are testing a character controller on the competitive map


  • We plan to slowly place characters to see how the new dynamic hero compares to patrolling opponents
  • We will also test the transition between screens
  • and I hope to create some cool animations that I can show you. soon...  


  • Hoho, I didn't think I would ever write such things.
  • We're in talks with publishers and investors, and we've learned a lot thanks to the Digital Dragons Incubator we're participating in.
  • Actually, the only current difficulty is balancing the development time of Vertical Slice with the business aspect of the project. 

My little process

I wouldn't be me if I didn't give You something from my heart, I will share some concepts of wild creatures that will bring our game to life a bit.

I can't imagine creating something without paper, usually I first sketch in a notebook and think what I really want to achieve - what is the functionality of the creature? 

Then I sketch on the iPad, and I do a lot of options, I do not limit myself to one variant and alterations, I try to draw even the craziest ideas. Say hello to BeetleLamp! :P

The most interesting options I draw in pixels and check how they relate to the rest. Usually at this stage i have to choose one creature/thing and try to animate it... but that's another story...

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This concept art is impressive and interesting, and it is noteworthy to at last see what some of the non-technological fauna of this world looks like.

For me, the great appeal of the game so far is that we play as a creature that was attuned with nature, wreaking havoc on creatures that, themselves, have been wreaking havoc on the natural world.

I eagerly ask you to reconsider any ideas you have to make any of these creatures enemies, at least by choice. With the player being a walking tower of mutated pollution, it would break immersion and make no sense if any predator were to try to eat her.

On the other hand, in my opinion, leading the industrialist enemies into the jaws of predators, or into range of a territorial bulky herbivore, would in my opinion be a very noteworthy option for environmental death. When pulled off just right, environmental solutions are my favorites to pull off in games, and that includes combat.