Okay, this is only about 13 days late, but I had to take a break after the release of Hidden Plains. By taking a break of course I mean starting work on a new game pretty much immediately and getting all wrapped up in the fun of a new project. This one is for the Monthly AGS game jam (MAGS), which means it has to be done by the end of the month. I will post some images before it’s done. For now, enjoy this trailer.
And yes, I totally still love Blender.
I’ve been stuck on character art for my new game for months, and after finally just doing it myself, I now have some really good game dev momentum going. I really hate to talk about stuff I’m still working on, but since I’ve been so lazy, both in the dev and blogging departments, I’ll post a screenshot from the unfinished game:
It’s an adventure game hybrid, set in the same universe as my previous game. Now that I’ve cleared a major hurdle in development, I’ve been making the few remaining game assets in blender. The shot above is one of a few scenes of debris that will be encountered in the game. You basically collect spare parts from these. (more…)
This is a sliver from an early version of a room in my new AGS game. It mostly takes place on a desert planet, and this room will contain the core of the gameplay.
It doesn’t have a name yet.
Over the last few months I’ve been putting every spare night I could manage into developing the client for the AGS Awards ceremony 2015. Being that all these chunks of dev time didn’t add up to that many, it took me a fair few missed deadlines to complete the client, but this week I finally went from alpha to RC, and about five minutes after that we held the ceremony. There were quite a few features I had in mind but no time for, and even some that the older client had that I didn’t get around to, but the ceremony itself went very well, especially considering the political strife surrounding the awards this year. There is a recording of the event here, incidentally made by one of the award winners.
So now that I’ve been so diligently working in my spare time, I’m hoping some of that motivational momentum can continue at least until I release my next game. I apologise for being a bad blogger. Truth is that I don’t like to talk about my games very much while I’m making them, but since I brought it up I’ll say one word: Space. I think I might call it ████████ ███, but that might be only a working title.
In terms of blog content, I have also been working on a post about Star Wars (the late Star Wars?), but I don’t want to post it until I have the correct imagery to describe how much of a hack Abrams is. Maybe a black hole that sucks in the best franchises and spews out nothing but half-digested action films? No. Maybe a drunk who is mistaken for an editor because he fell asleep on wet newspaper.
Site’s live, thanks largely to wordpress and CSS. This is a temporary version of the site until the in-house version has gone through some more testing.
So, who are we? What do we do? The “We” is just “I” at the moment, and I’m getting close to completion of a medium-length adventure game made in AGS, which was to be a 3-week game jam-type exercise, but ended up taking me more than a year to complete. It’s called Tales From the Eureka Cluster : The Abtyon Case, and it should launch in a few days.
After that, I’m planning to spend a little time developing the initial version of a desktop app, which all kinds of creative people will hopefully find very useful. After that, we’ll see. I have a killer idea for a story, that could probably work as a novel, and I’d also like to make a few smaller AGS games with the talented members of the AGS community (or anyone else that’s interested).
I still got some more QA to do, so until launch, consider having a look at the ##Indie-Games channel on freenode.