Developer Log, 20 Feb 2020

Since you enjoyed the post about the development of a #indiegame, we decided to fill you in with more exclusive “behind the scene” news about Doom & Destiny #WORLDS.

The pic shows the evolution of an island: from concept to first prototype to implementation.
The whole level was resized because we are aiming to better performance and seamless transition between islands.
Better performance means a better gaming experience… And less trouble to our level designer ’cause filling bigger worlds is very hard!

Stay tuned for more geeky gossips about the upcoming Doom & Destiny #WORLDS!

Developer Log, 18 Febbraio 2020


Have you ever wondered how video games are made?
WITH PAPER, OF COURSE!!!

While the work on Doom & Destiny #WORLDS started in 2017, our game designer only started recording his day by day work on paper in March 2018.
2 years later, he reached page 200 

He does it to help visualize his mad thoughts about the game and keep track of small bugs and hot fixes (big ones need a big computer).

Does any one of you nerds is a game developer? Do you still use pen & paper to support your work? Do you still use pens or paper in 2020?

FUN FACT: the reason why we still use paper is because in 2012 we printed many, MANY, pre-filled receipts hoping to speed up the sales during a fair. Long story short, we didn’t sell anything and we were left with a ton of half used sheets of paper. Instead of throwing them away, we decide to “recycle” them using the white back of each paper.

Developer Log, 12 Feb 2020

GUESS WHO WILL BE BACK in Doom & Destiny #WORLDS!

We are aware that many of you are asking for a closed/open beta of the game, but we built Do&De Worlds differently from our previous works.
In our previous games, each small area was done from start to finish (mapping, enemies, treasure, dialogues), but in Worlds, we focus on each aspect on the WHOLE game.
So, for example, we started mapping the WHOLE world, then we moved to add the trees, then the bushes, then the treasures… and so on.

Now it’s the time for the story and the dialogues.

If we release now a DEMO, the game will be unplayable ’cause the player will have NO IDEA where to go and what to do as even the smallest goal or item description is not explained.

This is how HeartBit Interactive works… This is ho DESTINY works!

We hope this long post didn’t bore you to death.

Stay tuned for more!
#NerdsDoPostSometimes

Developer Log, 28 Jan 2020

Can this big stony head really be smarter than Francis???
The story of Doom & Destiny #WORLDS is really full of twists!

But the biggest mystery is: why that stony head is wearing sunglasses in a cold and snowy environment???

I guess we have to wait Benjamin to finish writing all the dialogues!

More news about Do&De #WORLDS development coming soon!

#NerdsNeverDie

Developer Log, 21 Jan 2020.

Not to argue or anything, but WE were delaying games before it was cool 🍝

Making games is a difficult job 🐉

Making the assets (graphic, music, stuff like that) is hard, but managing to make the game FUN is super giga hard.

There is no mathematical formula or exact rule to follow…

Managing to combine every aspect of the game and craft a memorable gaming experience is like magic:
if you do it right, amazing things might happen,
but if you don’t, it might backfire on you, #blow your hands, #burn your skin and turn you into a #frog 🧙‍♂️💥🐸

#TRUESTORY!

Developer Log, 13 Jan 2020.

Sorry for the lack for recent post, but our beloved Benjamin failed a Constitution saving throw and got sick.
 
Now he is fine and it’s back to work with just a few less HP.
 
Doom & Destiny #WORLDS 🌍 will be an open world adventure. Total freedom of exploration is given to the player, but we still want to tell a story and many colorful characters, old and new, can be meet to get information and buy stuff.
 
In these days, Benjamin is focusing on writing the story and dialogues. Wish him luck and pray for the Flying Spaghetti Monster to give him inspiration 🍝
 
#NerdsNeverDie

Developer Log, 20 December 2019

This month was spent testing and bug fixing… Mostly bug fixing since for every hour of game play tested we ended up with 3 hours of debugging 😅
 
Snow was particularly tricky to implement, but now, if the weather is cold, instead of raining, it snows and the ground is randomly covered in sweet sweet white snow ☃️
Now the player can build snowmen for no particularly reason 😁
 
Let’s close this log wishing you all happy holidays.
We are going to take a break till next year, so…
MERRY FLYING SPAGHETTI MONSTER 🍝
see you in 2020 🎉
 
#NerdsNeverDie #NerdsGoOnVacation

Developer Log, 18 December 2019

Since the “open world” nature of Doom & Destiny #WORLDS, we noticed it would be hard to pinpoint an island or a place to a friend. We decided to add a name to every island and a symbol to showcase the “tier” which is the challenges and the rewards it features.

Now the hard part is to come up for a name for every island 😁

#NerdsNeverDie

Dev Log, 12 December 2019

We never tried a dev log before. We’ve always been too busy or too lazy (mostly lazy) to start one… So please forgive us if it lose momentum, but we really wanted to keep you posted on the development of Doom & Destiny #WORDLS 🐉
 
Today we spent a lot of time testing the game. It’s very easy when you’re in a small team to lose track of your game, keep developing stuff and never test it. So, today, we played for a few hours and found so many bugs that if there were a “indie game bug award of 2019” we would probably have won it! We spent more time writing bug reports than playing 😅
 
May the Flying Spaghetti Monster have mercy of our soul!
 
#NerdsNeverDie

Heartbit Interactive update

Hello dudes and dudettes!
This is HeartBit Interactive, the nerds behind Doom & Destiny.

We are aware that we haven’t been posting for a while, but it’s because we have been working a lot 🤖
When we are under heavy work stress, we are less “social” and more “workaholic”… This is how the mighty Flying Spaghetti Monster made us 🍝

Let’s recap:
– CONSOLES: we are currently porting Do&De ADVANCED on #Switch, #PS4 and #XOne. The reason the porting is taking so long is due to the online features of D&De Adv, which are very hard to port on console. We wished to release the game by the end of this years, but porting takes a lot of time and we strongly believe it’s not gonna happen, so our goal will be first half of 2020 😀

– DOOM & DESTINY WORLDS: many of you are asking us when the game will be released. We don’t have a date, but we aim for a PC release in the first half of 2020, after the porting of Advanced on Console. We will try to keep you posted on more news, screenshots and videos 🐉

What we ask you is to be patient and pray the mighty Flying Spaghetti Monster to give us the power to code faster and defeat random encounters!!!

#NerdsNeverDie