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Forging the War Engine: An Open Dev Universe

Forging the War Engine: An Open Dev Universe

Devlog #001 - Thursday, 9:00 AM. No coffee. No excuses. Still haven’t slept.

I’ve been chewing on this idea for a while now: to kick off a new project and do it in an open development format. Share the process from raw sketch to finished product, instead of hiding everything until it's “ready.”
Why? Because time is limited. Clients don’t wait. Bills don’t either. But my brain keeps screaming to build something of my own. One of the many projects gathering dust in the “someday” folder.

Two paths ahead

1. The path of abandonment — where ideas rot away in a digital drawer, forgotten and unnamed.
2. The path of commitment — where I can look back one day and know that despite everything, I made it happen.

This post, this blog, is the first step into the trenches. If I can move forward even a single inch each day, it’s already more than doing nothing.

So, what is this?

A mech game.
Sounds cliché? Yeah.
Do I care? No.

The idea’s been embedded in my head since I was a kid. My earliest drawings in Paint were bipedal mechs with shoulder missiles. That obsession only grew with games like MechWarrior and anime like Robotech. It’s a splinter I couldn’t pull out, so I’ve decided to shape it into something.

What kind of game?

Still figuring that out. But one thing’s clear:
Gameplay comes first.
It has to be fun. Period.
You can have the most gorgeous visuals and the deepest lore, but if the gameplay sucks, no one sticks around. As an artist, the visual part comes easy. The real challenge is creating something that feels good to play.

My priorities

1. Gameplay: solid, addictive, replayable
2. Visuals: distinctive and expressive
3. Story: supportive, never intrusive

The player is the ultimate asset. They’re the one who decides if the work pays off.

References and core vibe

I’m rooted in retro — but not the look, the design spirit.
I want that old-school arcade mystery where you figure things out through play. Where there’s no tutorial, just experimentation, failure, and progress.

Sure, it’ll have pixel vibes. Maybe the smell of a burnt cartridge too. But no matter the aesthetic, gameplay is the spine.

Why open dev?

Because I want people to see how games are really made. With limited time, no studio behind it, and a lot of improvisation. From sketch to bug-ridden beta. This blog will be the field log.

No hiding. No waiting for perfection. Just: build, show, fix, repeat.

What about the world?

Still under construction.
There’s a dystopia brewing. Mechs, factions, endless war, rusted aesthetics and some sick dieselpunk energy. But that’s for another post.

What’s next?

I’ll post updates here.
Maybe I’ll set up a newsletter to keep the real ones in the loop. Not interested in burying this project in another Discord or behind some random login. I want this to be accessible, something I can re-read later and see how far it’s come.

If you made it this far: thanks.
This is the beginning of something. Maybe it’ll crash and burn. Maybe it’ll grow into something wild. But either way — it will exist. And that alone makes it worth it.