Welcome to our humble 📖 blog 📖, where we share our journey, ups and downs and rants. Yeah, probably mostly rants.
We're a small independent game studio that focuses on
creativity🌴, cooperation🤗, and wholesomeness🌈.
Devlog #11: Version 0.2 of 2dcl - Woods Folk begins to sketch the trailer - Integration of "cuentitos" with Unity - Progress of the Laidaxai prototype.| 5 minute read | by Fran
Devlog #10: Login and scene deployment in 2dcl - Woods Folk new logo - Plans to integrate cuentitos with Unity - Laidaxai prototype now in Unity.| 7 minute read | by Fran
Devlog #9: Continuation of 2dcl - Development of Woods Folk - Internal testing of cuentitos - Progress in Laidaxai's narrative.| 8 minute read | by Fran
Devlog #8: Talk with the Grant Support squad about 2dcl - Scene loading, new characters, and mini map for Woods Folk (Previously Weekends in the Woods) - Cuentitos v0.2 - Reorganization in Laidaxai| 13 minute read | by Fran
Devlog #7: A new grant from 2dcl - Mazes in Weekends in the Woods - cuentitos in version 0.2 - Laidaxai walks slower but still standing.| 18 minute read | by Fran
Devlog #6: Ideas for the new 2dcl grant - Introduction to Weekends in the Woods - Progress in the cuentitos runtime - Laidaxai's Graphic identity| 8 minute read | by Fran
During the past two weeks, we've made significant progress on our projects. One of the key milestones is the addition of Guido Gallego to our team, who will help us improve work organization and contribute his experience in Rust programming. In 2dcl, we decided to simplify the process of content upload and improve the discovery of new content, based on community feedback. We're also working on streamlining the login process and enabling user interaction.
Meanwhile, we continue to advance in the development of Weekends in the Woods, a narrative fantasy game. As for Laidaxai, we are focusing on merging narrative and gameplay. Although the development of the cuentitos runtime has been slower than expected, we continue to work hard and aim to have it ready in the coming weeks.
Devlog #5: Do we continue with 2dcl? - cuentitos has a compiler - backgrounds, and mechanics in Laidaxai| 5 minute read | by Fran
After enduring a stressful period due to fires, storms, and relentless migraines, I'm back to share some updates on our projects. Our recent 2dcl launch, was received positively by the community, even though the user numbers were lower than anticipated. To boost engagement, I plan on creating tutorial videos, and thanks to a supportive community vote, we will continue to develop 2dcl. We also share our strides on 'Laidaxai'. We're working on the story, character, and gameplay mechanics.
We launched 2dcl! Finally, the curse is broken!
Fran moved to Nova Scotia Canada. Cuentitos now has a language called Palabritas. Laidaxai is dreaming big.
A room, a 21-inch television set to channel 3, a Sega console, and a fighting game. Three children sitting on a mat, behind a disassembled bed with two more children watching the rain through the window. A thunder is heard, and the television turns off; the grandmother enters, unplugs the television, and leaves the room, a strong smell of fried cakes filling the space.
This week we were with only half the team, as Dani and Nacho were on vacation, which slowed down the new project a bit. As we mentioned in the previous update, we were focusing a bit on reviewing the current state of 2dcl.
During the last two weeks, we have been working hard on reorganizing the team and taking on new projects.
About Animal Liberation and Mr. Nugget
As part of the reorganization, unfortunately, we had to temporarily suspend the development of Mr. Nugget and Animal Liberation. This does not mean that the projects are canceled, only that we cannot tackle them at this time.
The first instinct for anyone who does something creative is to use social media to promote it. The temptation is very strong; it's relatively easy to upload an image or video to Twitter, Instagram, or TikTok. And it can go viral and attract many eyes to what you do, right?
It's been over 3 years since I started working at Hidden People Club and I feel like I've been going around in circles until today.
I started this company because my convictions are too much against the standards of the video game industry and I never found a place where I could feel proud.
However, it's amazing how other people's ideas and easy paths quickly infect you. It's incredible how easily one puts aside their principles and foundations without realizing it. But it's also amazing how the body knows it: I've been dealing with migraines and unable to enjoy my work since 2019.
Last year we started with a lot of hope: we set out to make 4 prototypes to present to publishers, one every 3 months. The goal was to tackle different ideas to maximize the chances of getting a contract that would allow us to work for two years sharing the risk and getting help with the launch.