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Making a demo sounds simple: just take a small part of your game, package it, and let people play it.
But as I'm getting closer to making a playable prototype of SILKROAD Project, I'm realizing that it's much more complicated than that.
Most of the core gameplay is now in place. The combat system has reached a point where I'm comfortable calling it prototype-ready, and I've been working on the Guesthouse activities, including fishing and cooking. I've also been polishing the combat VFX and sound, redesigning the UI, and starting work on the inventory and pause menu.
The problem is that having functional gameplay systems is very different from having a complete experience that a new player can actually understand.
A demo still needs objectives, quests, progression tracking, inventory, UI, onboarding, and all the systems required to connect everything together. And whether a demo lasts 15 minutes or several hours, some of that work simply can't be compressed.
So in this devlog, I'm looking at what it actually takes to turn the individual systems I've been building into a playable prototype of SILKROAD Project.
I'm also taking another look at one of my biggest struggles on this project: UI design, and how I'm finally trying to establish a more consistent visual direction across the game.
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SILKROAD Project is a solo-developed action RPG inspired by the cultures and stories of the Silk Road, combining fast-paced dual-character combat with a Guesthouse where you can interact with travelers and take part in different activities and mini-games.
If you're interested in following the development of the game, consider subscribing and wishlisting SILKROAD Project on Steam.
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