Blog entry follows! Keywords: 1. Meeting with Designer.
In December 2016, a good friend of mine joined the project; Mathias. Mathias would later turn out to be one of the key figures in the further development and, as a co-developer, influenced all other big decisions of the game. At first, however, I understood him primarily as a consultant, who talked me out of bad ideas and brought in good, new ideas. Like me, Mathias is an avid Magic the Gathering player, a Game Master & Player in numerous PnP rounds and in his full time job, just like me, educator. I got to know him, like so many »»
The origin of an idea… I am a gamer. And I’ve always been a gamer. On consoles, the PC and at the kitchen table. And just the latter, so board and card games, have taken over an increasing place in my life in the last few years. After finishing my education, without a new challenge, I felt a certain emptiness in my everyday life, which can not be filled by my work as an educator. When I came across a comparable void during my school days, I built my own user maps in Warcraft 3 or Empire Earth and tested it »»
The start of Adellos felt racing fast. After I had given my ideas a goal, I now only needed pictures and graphics. Graphics that I could work with or drawings that expressed my vision of the characters I wanted to create. Thankfully, as a source for test material that I wanted to use to build the game for the development and testing phase, I had a PC game on hand that I also loved to play. It was: the Battle for Wesnoth tBfW is a turn-based strategy game, which in its Vanilla modes is a pure tactical battlesimulator with fantasy »»