Scarred Steel Devlog #10 – Act 1 Complete + Art Overhaul
[p]Hey guys,[/p][p]So, I’ve hit around 150 hours of development and the main struggle this week has been figuring out what belongs in the demo vs. what should wait for the full game. [/p][p]It’s way too easy to get excited about features and forget that the short-term goal is a playable demo for Steam Next Fest.[/p][p]This is my first ever game and I’ve decided to build it with AI because I have zero coding experience.[/p][p]It’s been a mix of fun struggles and endless errors, but also exciting progress along the way.[/p][p]In this devlog, you’ll see:[/p]
👉 My Game Dev YouTube[/p][p][/p][p]Thanks again for checking this out.
I’m looking forward to sharing progress with you each week as I work toward the first demo release and hopefully the Steam Next Fest in October![/p][p]– Ethan[/p]
- [p]Wrestling with the demo vs. full game scope problem[/p]
- [p]Progress on the town hub (7-day cycle, working buildings, arena fights, and character interactions)[/p]
- [p]Going back through all my assets to unify the art style after bouncing between parchment, oil-painting, and cinematic looks[/p]
- [p]A bit on how I juggle having one AI “coding tab” and one AI “art tab” open while building Scarred Steel[/p]
👉 My Game Dev YouTube[/p][p][/p][p]Thanks again for checking this out.
I’m looking forward to sharing progress with you each week as I work toward the first demo release and hopefully the Steam Next Fest in October![/p][p]– Ethan[/p]