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I'm starting to toy around with designing an indie game to develop using Retroquad.

Now I have a reasonable idea of the focus that the gameplay progression should have, and how the level design should be involved in that. It's a mishmash of things I find fun in games; I won't elaborate much on that, but I intend to deliver some of its progress here in this Patreon.

I'm still planning the details of how to deliver stuff from this new game here, but one thing that's been decided is that rather than doing some kind of "early access" of the game itself, I'm going to release stuff from it that could be useful for Developer Edition patrons to create their own games.

For example, when I start coding weapons in the game, I should release the code for each weapon individually, allowing others to make their own selection of weapons to use in their own games. It's a kind of modular development that will give me flexibility to make my own selection of features while still letting patrons have access to features that I may cut from my own game.

Does all this mean that Retroquad is finally mature enough for professional game development? In my own opinion, no. The engine isn't as easy to use as I wanted, and some aspects of the game will be harder to create using it, but I'm going to use it anyway.

Bugs and performance issues in the engine will keep being worked on, however.

Also, I'm still working on the assets for the next public release.

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