Toys!
Thursday, May 17th, 2012Talent seems to run right through MrPineapple and his family. Poppy, Pineapple’s sister, crocheted these 3 little characters from my older games.
How awesome are these?
Talent seems to run right through MrPineapple and his family. Poppy, Pineapple’s sister, crocheted these 3 little characters from my older games.
How awesome are these?
We did a little sale for the Lunar Pack, a collection of Wake, Lunnye as well as bonus OST’s for all games PLUS a chunk of Tormi’s OST. And it did really well. But we were limited by tech, or rather our skills with tech, so the sale had to end.
But yeah man! Indievania came along and did a well good job of being great! They’ve given us a platform to bring back the Lunar Pack in Pay What You Want form, permanently!
So http://bossbaddie.co.uk it is!
or http://bossbaddie.co.uk/lunarpack for a better link.
We’ve also slightly updated Lunnye for this. Ever so slightly.
I had a lot of fun building this, here you can play around with it. Of course the games aren’t contained in it any more.
Had to scrap this because it didn’t work. Which is a shame!
Lunnye will receive the biggest update. I’ll be adding 720p support and updated artwork. I’m considering adding themed/holiday events – just simple things like making the snow radius much bigger during Winter months, more rain in Spring etc.
I’m definitely adding in more enemies and I’ve enlisted the help of my Big Sky enemy designer (okay, my girlfriend but she’s really good at this designing business) once again.
I’ve considered achievements, but I don’t want to detract too much from the atmosphere. Besides I guess the escape methods on the title screen count for something. Online highscores will probably make their way into the game in the form of completion times.
Ontop of that I might add more locations, too. It all depends on how far I can push MMF2 with my archaic coding ways.
Wake… there’s not much I can do with that. Because of the way I built the game it will never run in HD. I’m considering adding more obstacles and reshaping the map a little. One of my initial ideas was randomly generated locations. I might add that back in.
Another idea was to add a multiplayer hinderance system in. Player 2 would be “the ship” and could aim special turrets, control the lights, alter the ships rotation, create fire (all with limits). In a hot-seat mode it would record the stats of both players for display after both turns. Actually this sounds great. Yea I’m adding this!
What I’ll certainly be adding in are some more visual effects. I’ve developed some pretty nifty shaders and other graphical nonsense from working on Big Sky and Tower that I can easily drop into Wake.
Lunnye 2 won’t be happening. I think we’ve come to the end with that. We ran through a few designs for a sequel but nothing seemed to stick. Onwards.
Wake 2 sounded great on paper. Problem is I gave into my golden rule – I don’t play indie games, and I don’t play many commercial games too so whenever I make something I can say, yea, it’s all mine. But I bought Super Meat Boy on Steam and played it yesterday. Wake 2 was similar to that, just nowhere near as break-neck fast and with more pixel-precise/less inertia based controls.
Big Sky has a short list of 8 changes/bugs to fix and then we can launch. It’ll be available from the BB site (which will also be updated) sometime next week, we’re in talks with digital distribution channels so more on that later.
Next up is Lunnye HD (project name). I’m adding 16:9 widescreen support, post processing, an online scoreboard and achievements, redoing the artwork for a softer look and some little secrets here and there. It’ll be a free update to Lunnye owners and the price will remain the same for new customers. Just something to bring it up to date and sit alongside Big Sky.
Then onto a game we’re calling Mini Sam. It won’t be a 9 month long mega project like the original Sam but a short n sweet, highscore orientated action platformer. Pineapple is back doing the music for this, huzzah! We haven’t started this one yet so it still might die a thousand deaths, but it’s something me and Pineapple have been planning for a long time now.
Finally we’re back to Tower in 2011.
Then can I finally have a nap? Jeeeez.
I really like making these installers. My problem with traditional ones are they add files to places you don’t want files to go and registry stuffs, that’s why I’d rather use these from now on. I’m generally against anything that takes the user longer to get into the game but it’s a lot easier to build these than dealing with emails full of people saying they can’t save games, music won’t play and all that!
Also me and teh girlfriend just got our copies of Heart Gold/Soul Silver. She’s an oldskool pokemon buff so there’s nostalgia running through her DS, and for me it’s a whole new game! Just no new pokemons is all. The pokewalker! Oh my, I do like my walking and now I know how much! In the first 2 days I amassed 28,000 steps! We were blasted by rain storms a few times but hey ho.
OH HAI WORK! I’ve also just finished up work on the scripting engine for the next game which is half the battle. Also looking into making an iPad version too (possible iPod but there could be resolution issues… the PC version will be 720p after haul). 3/5 levels have been drawn out.
I guess I did a bit of this with New Sam, but one thing I’m going to squeeze into all my current projects is continued support. Lunnye will be getting an expansion early next year. I’m not entirely sure how it will connect up but I’m hoping to add another 1 or 2 goals with this expansion, and that it will take place in the lower-right portion of the (initial) map. There’s also a few ideas for another area to the far left of the map but its still early days.
I’m not sure about Hadal, other than adding new modes or new achievements there isn’t really much room to expand into.
Tempest is a good candidate.
The Sam remake should get regular level packs too. I’ll be creating a special map accessible once the game is completed (Star Roadish, I guess) which will contain a never expanding space for downloadable levels.
Tormishire won’t. I want that game to start and end in one big game. There is another form of DLC planned but it wont expand upon the map.
Hadal Progress!
Since the original map was finished I’ve gone through and updated the visuals. Balancing out the HDR, adding textures and optimising the engine. It’s inching closer to completion as ever!
I bring you our (mine and Pineapples) studio;
It’s even a .com and all!
Lunnye is also released, but be sure to check the system requirements! It’s in the showreel vid on the homepage.
This will also mark the end of devlog stuff on this blog. I’ll still waffle on about games and stuff but I’d like to keep this for ramblings. Which probably will involve lots of me getting annoyed at Tormi or whatever. Have at you! Again.
Monday! (if my domain works by then, which it will!)