Countering the Odds, a short, interactive story about the necessity of campus counterspaces, is now available on itch! Originally created as a multiculturalism seminar group project, we’re now releasing it for all to play.
The game is still very much a prototype, with only minor revisions made to the original version we turned in. As of right now, we do not have plans to develop the project any further, but the current version should properly convey the messages we wish to share.
The Bunnies of Vegetaria, a project I initially created for Code Louisville’s C# .NET course, has finally been updated to version 1.0! Experience the complete story of this brave bunny brigade fighting to reclaim their homeland from hungry vegetables!
Last night on Twitch, I made a surprise announcement: Garb & Corncob now has a subtitle! Garb & Corncob: Copyright Calamitychronicles the duo of Garb & Corncob as they go on a quest to free themselves from the shackles of copyright infringement! Catch the full announcement, including the reveal of Corncob’s Unoriginal Form and a tease at the game’s antagonist, below!
While at the Game Developers Conference, I got to meet several talented – you guess it – game developers. I’ve compiled as many of their games as I could into a handy list, so be sure to check it out and support these awesome people!
Hey all! If you have browsed the site recently, you may have noticed 2 new projects added to my portfolio! As I am preparing to attend the Game Developers Conference, I wanted to open the lid on some of the stuff I have been hard at work on this semester!
Second, I’ve added info and links for AntiVirus, the game I’ve been working on as part of an internship with Round Table Studio. The game is a dungeon crawler with a unique twist: your keyboard corresponds to your in-game position! At the time of this post, a demo for a much earlier build is available, and we intend to have a new, polished demo available soon!
Hey everyone. A new month has started, meaning the time has come to post more info about Garb & Corncob. However, you may have noticed the sudden lack of development updates on my social media pages. Unfortunately, I have not been able to share any screenshots or the like for multiple reasons:
Most of my work this month has gone towards behind-the-scenes efforts like commissioning assets from others and planning marketing materials.
I got hit with a wave of illness towards the end of the month and needed to take some time to rest for my own well-being.
There just isn’t too much more I can show at this point in development without spoiling various details about the game.
Taking this 3rd point into account, I intend to wait until more of the game is ready before I continue posting updates. I am actively developing the game, but I ultimately feel that the content currently being worked on should not be shown until it is closer to completion. I would explain further, but again, spoilers. Just know that the project is very much alive and I cannot wait to reveal more about it!
Thank you for your understanding. I hope you’ll stay tuned and look forward to what I’ve got in store!
The spooky month of October has come and gone. Unfortunately, development on Garb & Corncob slowed down this month, as I needed to focus on polishing up Package Handler VR. I still managed to complete a few tasks, though, so let’s take a look at them!
Continuing with my focus on the game’s battle system, I started out the month by implementing win and lose screens. Previously, the game would simply cut to the overworld upon a win or to the main menu upon a loss. But with win and lose screens, these scene transitions appear much less jarring. The win screen currently just displays some win text, but in the future it will likely be updated to include a list of spoils from each battle. The lose screen, on the other hand, allows players to either restart the battle or return to the main menu and load previous save data. This screen also shows dead Corncob. Please do not allow Corncob to die.
Next, I implemented the AP & SP system. Previous screenshots included the UI elements for this point system, but functionality had not been programmed in until now. Players earn 1 AP and 1 SP for each successful standard attack. AP, or Attack Points, can then be used to execute stronger versions of standard attacks. SP, on the other hand, will be used for a mechanic that I intend to reveal much later down the line, as it will not become available until the second half of the game’s first area (and also because I like teasing).
That’s it as far as progress on the game itself goes, but I also began livestreaming work on concept art this month! Check out these 2 pieces of environmental concept art!
Yeah, they’re pretty scrappy, but concept art doesn’t have to be perfect!
Thanks for reading! I intend to continue work on the game’s battle system for the upcoming month, but I feel confident in saying that the basic mechanics are nearly complete. Be sure to tune in next month to see what progress I make!