Development blog for games created by Quiet Days. Based in Maryland, USA and London, UK.

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The Process: Research

Ever wanted to make something, but didn’t know where to start? We too. In this second installment of The Process, we’ve finished forming our idea and now it’s time to inform it. 

2. Research 

Mind you, this isn’t a “step two” per se. Here’s the big kicker on what we soon discovered about this part of development:

Research is an active, ongoing process, whose goals change throughout pre- to post-production.

We may have created the idea of Primrose Path but our research didn’t stop at the end of pre-production, as if to say we’ve got everything we need and now it’s time to dive into making it. During production, we still had questions. Research is the only reason that, if you stopped us on the side of the street, the topics of future biomaterials and methods, dynamic UI design, and historic architectural eras could all pop up in the same conversation.  

And all of that is valuable information to us, because researching is relevant in every area of the process! But what kind of information did we look for? 

Our five categories are Community Canvassing, Story & Character Development, Team Management, Game Design, and Marketing

Let’s break it down:

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The Process: Dev Insight

Ever wanted to make something, but didn’t know where to start? We too. Since this is our first game ever and we’re still fresh in development, we decided to chronicle our process in creating our visual novel, Primrose Path. We think insight into how the two of us attack the complex problem of making something exist is a great thing for us to look back on when we reach our goal, and for other aspiring game devs to relate and learn from.

Let’s start from the beginning:

1. The Idea

How did we come up for the idea of our game? Well, it all started with Elm’s idea: a game where you can romance men who are based off of the cardinal sins. Yes, that’s how it all started, and yes it’s very played, but why would we pick up from there?

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