Hey, look at that! I’m making a blog post again! Here’s a video where I discuss my 2020 projects and what I plan to do moving forward into 2021.
Here are timestamps if you’re looking for a specific topic:
Pass the Blasts – 02:27 Streaming – 04:30 The Bunnies of Vegetaria – 07:55 Rigsby’s FunTown Burger – 10:01 An Artist and An Idea – 11:31 Countering the Odds = 12:32 Adrenaline Time – 14:07 Garb & Corncob: Copyright Calamity – 14:39
Way back in 2012, I created my first original game in GameMaker. Titled Exploro: Pyramid Explorer, this game was not very good in my eyes. I took it down, but with the intent of one day revisiting the concept. Today is that day.
I am pleased to announce The Explors: Pyramid Explorers, a remake of the old GameMaker project. This remake will retain the original’s mechanics while adding in new features and challenges! As with my other projects, I will be streaming development of this game periodically on my Twitch, so be sure to follow me there!
Want to play that original 2012 version while you wait for the remake? No problem! Simply head over to the itch page to download it (at the time of this post’s writing, you need to use the password “exploro” to access the page, as of course I don’t have the remake ready to post yet).
Garb & Corncob: Copyright Calamity
I’ve been hard at work on Garb & Corncob: Copyright Calamity for the past few months, but I have decided to focus solely on The Explors for the rest of the summer. I believe that putting my resources into The Explors will help spread the word of my games, in turn benefiting Garb & Corncob. Once we wrap up development on The Explors , I fully intend to return to work on Garb & Corncob (unless something drastic happens; gotta put that warning in here because something drastic could very well happen).
I don’t want to leave you all clueless about Garb & Corncob’s development, however. Here’s a rundown of where I’m at, and where I’m heading:
The full game will consist of 5 areas. I intend to release a free demo that will span the first half of the game’s first area. This first half is what can be seen in the Vector demo, although it will actually have story content instead of lazy humorous meta jokes.
For the demo, all battle sprites and nearly all needed overworld sprites are complete. From here on out, any sprites created are either for beyond the demo or adding flare to the demo.
The base cutscene and battle systems are complete (not accounting for bugs I may discover down the road). Programming-wise, I still need to create code for the inventory system and any cutscenes that require programming not built into the base system. There’s also overworld puzzles, fast-travel, and the support system to develop, but these will not be accessible in the demo.
I can’t really gauge the completion of the game’s writing due to the fact that my writing is heavily improvised; I’ve written myself a general plot synopsis and am filling in the specific bits of dialogue as I go. So yeah; don’t wanna delve into any more detail regarding this because spoilers.
Clear Bertram is currently composing the game’s soundtrack. We plan to include 10 original songs in the demo, with plenty more to come in the full game.
We first began development of Little Cuties in January, using the 2019 Global Game Jam to write up a design document and set up the base Unity project. Development never got much farther than this. The project’s scope proved to be too high for our current experience level, and our ability to produce assets took a major hit when Candle’s computer broke down. We tried our best to have a pseudo-demo for the 2019 Vector conference that would demonstrate the game’s stylized dialogue, but we ultimately were unable to do so. Given all that has happened with this project, we feel that suspending development until we have more experience is the best route to take.
Because we have nothing playable that we can make public, I am removing this game altogether from my Games page. We sincerely apologize for this disappointing news.
Thanks you so much for taking the time to read this update! As always, I can’t wait to show what I’ve been working on!
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!
As you can see, the game’s visuals have significantly increased in quality since Global Game Jam. In addition, we have refined the physics, added a few models, and — as a goal for Eastern Kentucky University’s fall 2018 game jam — I added in a menu and scoreboard! So get to work and rack up those (virtual) muns!
As discussed in a previous post, Candle and I have decide to wrap up development on Flewberry once we reach what we feel is a good version 1.0. Welp, we have reached that point. Flewberry version 1.0 is out now. We feel that this build has the capability to stand on its own as a complete game. Thank you to everyone that tried out the game, helped out with its development, and tuned in to the livestreams! If development picks up again in the future, we will definitely let you all know!
Flewberry has been out for a bit now, and I have received a good amount of helpful feedback, especially after the Kentucky Fried Pixels launch. Candle and I have spent the past few days pondering over the future of this project, and we have arrived at what we feel is a good plan.
We will continue working on Flewberry for the next week or so, fixing any remaining bugs and tweaking the gameplay until the game feels worthy of a version 1.0 release. This will mark the end of development for the time being. Due to my other ongoing projects and heading back to school in a couple of weeks, I am unable to make any commitments beyond this version 1.0 PC release.
However, come mid-September, when I will have a better idea of my school and work schedule, I may be able to come back to this project. Should that end up being the case, Candle and I will collaborate once again to create an enhanced version of Flewberry for mobile devices, something that many players have suggested to us.
I will be sure to inform people if we are able to continue developing Flewberry in the future, but for now we just want to focus on finishing up work on the content we currently have. Thanks for reading, and if you haven’t yet, be sure to try out Flewberry for free on itch!
The Kentucky Fried Pixels 2018 bundle, consisting of 7 games created for the Kentucky Fried Pixels game jam, is now available to purchase! In addition to Flewberry, the game I worked on for the jam, the bundle also contains Carkour!, Shadow Siege: Rogue Island, Meow Meow Madness, Rungeon, Fragile Panic, and Kaiju Claim. For as low as a dollar, you will receive access to all 7 of these games. I hope you’ll check it out!
Be sure to also take a look at the Flewberry release trailer I created for the bundle’s launch.
Global Game Jam 2018 has come to an end, and with that, our team has created Package Handler – a VR prototype about transmitting boxes between conveyer belts. We’re planning on developing this prototype further, as we’ve received plenty of positive feedback on it and just overall had a blast working on it.