Project Yojimbo Devlog: Picking the right engine for the new game

<p><strong><em>At Beehive Games, transparency and collaboration are at the core of our values, which is why we embrace the creation of devlogs. The aim is for these articles to serve as windows into our game development process, offering a firsthand glimpse of how we bring our games to life. The goal is to offer you an inside look into our thought process and the methodologies we employ in game development.</em></strong></p> <p><img alt="" src="https://miro.medium.com/v2/resize:fit:200/0*Kz6AnVKBxlAp35UT.jpeg" style="height:200px; width:200px" /></p> <p>This article is written by Lindsay Cox, Founder of Beehive Games</p> <p>After launching Space Haters to a modest reception on both Switch and PC, and as we continue to develop our new narrative-driven, walking-simulator-esque game with additional content (which is remarkably easy from a tech standpoint), I&rsquo;ve been researching the technology options for our upcoming, title.</p> <p>In order to maintain a vague element of surprise, as hinted in my previous article on Final Fantasy IX, a long-held desire of mine has been to create a JRPG (is that term still allowed?) ever since my early days of tinkering with RPG Maker 2003. It was a pivotal experience that shaped my journey into the realm of game development.</p> <p>Introducing Project Yojimbo &mdash; a game that holds a special place in my heart and one that was partially created in the pub after my weekly bout of Fencing.</p> <p><a href="https://beehivegames.medium.com/project-yojimbo-devlog-picking-the-right-engine-for-the-new-game-4d48bdd65f24"><strong>Visit Now</strong></a></p>
Tags: Yojimbo Devlog