Antipath is a game development studio based in the UK. They are known for their innovative and immersive experiences, particularly in the narrative-driven games. They have a strong focus on storytelling and world-building, evident in their games like “The Last Door” and “The Darkest of Days.”
Antipath’s journey began with a small team of passionate developers, driven by a shared vision of creating captivating games.
Concept As I said in my previous article, Antipath began its life as a Shin Megami Tensei fan game, and much of that influence is still present; it’s a first-person dungeon crawler with a branching plot where you recruit enemies into your party through dialogue. I’m not trying to “make the SMT that Atlus won’t” or anything, though. There’s a lot of personal stuff that I want to convey in this game, and it’s evolved far beyond its original concept. So the point is, the ideas behind your game are going to change a lot, especially in the planning stage. Don’t be afraid to run with new ideas or abandon old ones, because through that you’ll hone your game even further.
I’ve always enjoyed the process of creating something with my own hands, and I find it very relaxing. I’ve been practicing for years, and I’ve learned a lot about different techniques and styles. However, I’ve always been curious about the art world and the different ways artists express themselves. I’ve read books about famous artists and their techniques, and I’ve watched documentaries about the art world.
I’m really excited about the music, and I’m excited to see how it’s received. I think it’s a really important part of the game, and I’m really proud of it. I’m hoping that the music will be able to enhance the player’s experience and create a sense of immersion.
GameMaker Studio 2 is a popular choice for beginners and experienced developers alike. GameMaker Studio 2 is a powerful engine that offers a drag-and-drop interface, making it incredibly user-friendly. This allows you to create games without needing to write complex code.
Unity’s engine is known for its ease of use and flexibility, making it a popular choice for both beginners and experienced developers. This time, I decided to go with Unreal Engine. I’d heard good things about it, and I was drawn to its powerful graphics capabilities and its focus on real-time rendering. I’d also heard that it was more challenging to learn, but I was willing to put in the time and effort.
Using Existing Assets Never be ashamed to use whatever resources have already been made for you! As long as you’re giving credit where it’s due, you should absolutely take advantage of existing tools and assets so that you can focus on other things. For example, I don’t have much modeling experience, so I was struggling for a while with how to go about making levels for the game. The only level design ability I had was making Half-Life maps, and lo and behold, the heroes behind the func_godot plugin had created a tool for importing them into Godot! So just remember that you don’t have to do everything by yourself; if a resource exists for you to use, then use it.
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