Welcome to the new TAGAP online feature, Making of TAGAP 2 blog series. We'll start innocently enough introducing what this feature is about and what you can expect to see down the line. But before we start, sorry for delayed start. This feature was scheduled for Friday, but a lot hassle happened – not least to which was semi-breakdown of my Xbox 360, which led to me to finish Gears of War 2 and Dead Space while my system still remained somewhat operational.
Anyway, to the subject matter at hand. The idea of this "Making of" feature is to go through different stages of freeware game development in somewhat chronological order, starting with principal design choices and motifs behind them, continuing with bringing these designs to reality step-by-step and ending with content creation and ultimately gameplay footage.
And this wouldn't be a making-of feature if it didn't feature healthy dose of concept art, drafts and designs, as well as a demo song or two. Also, unlike in normal TAGAP blogs, Mr. Petja Heiskanen, the funk penguin, will write an entry or two covering what he has been up to on TAGAP 2 front.
Next time in this feature we start from, well, the beginning – the initial concept of TAGAP 2 comes to life. Why we chose the road we're on and what kind of things were tossed out right at the gate – all explained. Keep an eye out for the next making of installment of Making of TAGAP 2 feature, tagged in TAGAP blog with "Making of TAGAP 2" marker.