Siege Scape Devlog #1: Genesis & Setting Expectations

Hey everyone, and welcome to the very first devlog for Siege Scape! I'm excited to start documenting the journey of creating this unique blend of Card Game strategy and Tower Defense action. The core concept, inspired by rapid prototyping, is total player freedom: use cards to place towers and upgrades anywhere on a pathless battlefield to counter the incoming siege.
Laying the Foundation: After brainstorming led to the name Siege Scape (capturing the defense + creative building aspects!), the crucial first step was planting our flag online. Getting the identity secured early feels vital! You can now find the project taking its first steps here:
- Twitter: Follow @SiegeScape for quick updates and thoughts!
- Itch.io: Follow the Siege Scape Itch.io Page for devlogs like this one!
Development Approach & Expectations: Transparency is key, especially as this is my first publicly developed game and I'm currently working solo. Here’s a bit about the process:
- Learning Journey: I've used Unreal Engine for about 3 years and have been learning C++ for the past year, but I'm definitely still growing! Expect to see challenges tackled openly – that's part of the process. To keep things moving efficiently while I learn, I will utilize tools like AI assistance for coding where helpful.
- Gameplay First - Placeholders: Initial art and assets (potentially some AI art experiments or Synty packs) are purely functional placeholders to get the core gameplay loop working. My firm commitment is to replace ALL placeholders with unique, professionally commissioned art and assets tailored for
Siege Scape
's final release. - Scope: To ensure a polished and achievable result,
Siege Scape
is focused entirely on being a compelling single-player experience only. Multiplayer is not planned. - Commitment: Developing a game publicly, especially solo, has its hurdles. But I'm confident in my ability to deliver the core vision for
Siege Scape
and am dedicated to seeing it through!
Project Kickoff & What's Next? The basic Unreal Engine project is created, marking the true start. Now, the focus shifts entirely to Prototyping! I'll be diving into the nitty-gritty: How does card-to-tower placement feel? How do enemies behave on an open field? What’s the minimum viable fun? Expect updates (and likely some hurdles!) from the prototyping trenches soon.
Join the Journey!
Thanks for reading this inaugural post! If a pathless, card-based tower defense game sounds interesting, please follow on @SiegeScape and the Siege Scape Itch.io Page to stay updated.
Siege Scape
Cards, Chaos, Control. A fresh take on Tower Defense
Status | Prototype |
Author | spawnslilhope |
Genre | Strategy, Card Game |
Tags | Singleplayer, Tower Defense, Unreal Engine |
Leave a comment
Log in with itch.io to leave a comment.