More artist woes. Also, AI

So, I’ve been very busy this last month! I’ve been studying for my Japanese exam (not nearly as hard as I should be), and I’ve been talking to a lot of artists. The problem is, they begin work, and then disappear after about four or five days. It’s very difficult to find someone who commits. Even though I had only intended for this to be a small portfolio piece for bigger things later, I think I might have to either hire an art crew or give up.
On the bright side, I finally set about implementing AI today. I thought it would be a process that would take days.

It took two hours. I then lost to my own AI almost immediately.
Life hits hard,

Rob

I am making delicious Miso Salmon!

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Art updates?

Hey, Rob here.

Everything is still going really smoothly. Everytime I think we should publish, another opportunity opens up. I just got into contact with quite a few artists, and after what felt like forever, found one I liked. He is making some of the art that we need to get this done. I expect to have exciting news within a week (how long he estimated it should take), but it might take a little longer if we have to get more artists onboard.

 

Thanks for your patience.

 

Rob.

 

-Took a half-day today because I had to use summer vacation. Play a game or two of League of Legends, then it’s back to studying Japanese and making games!

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Teaser Reveal!

A few awesome, awesome things! (Teaser screenshot at the bottom)

1) The game is release-ready. I redid all the menus, changed the art, added smoother, fitting soundtracks. I still have some polish that I want it to go through, but this game is ready to go.

2) I got to talk a bit with Jade, and we went over some ideas for what we’re going to do moving forward. Beast mode.

3) I’ve put out the call for an artist to touch up some odds and ends, and I need to make a promo video. (this is awesome because progress).   Still, feeling bossmode. Also, screenshot: Screen Sneak!     Couldn’t sleep, so I wrote this out instead.

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Explanation update

Hi. The project that I’ve been working on has been finished for well over a week now. I’d like to explain why there has been a dearth of information related to it.

 

So, long story short, this company isn’t very big. It’s actually very, very small. And one of the members suddenly had a massive increase of work at their day job, and as a result we haven’t been able to move forward at the pace that we like. When we release the game, we want it to be released correctly (screenshots, promo videos, fun stuff like that). However, because of the change in circumstances, we may have to push ahead in less-than-optimal conditions. Please stay tuned; we are working hard to bring you the game in the best state that we possibly can.

 

Thanks for your patience.

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The Big Reveal

Today marks one of the final days of development on this game before it gets released to the world. The upcoming weeks are going to be very busy, so I thought I’d take the time to do a bit of reflection.

 

I started this game about 12 weeks after I started learning to program. I wrote the exact day that I started to learn to program down, but that got lost to time. Seriously, every time I record something in any kind of calendar program, it disappears like a week later. Why?

 

Who can say.

 

So, I’ve been working on this game for (June 15th is when I think I started learning programming, plus ~3 months) September 15th. In order to pass the JLPT 2 (Japanese test), I took a break of 6 weeks during development where I watched videos on how to do new things, but I didn’t actually touch the engine.  Minus days where I did nothing for game development because life (about half of all the days, actually), and I’ve been making this game for a grand total of approximately:

 

120 days.

 

120 days to go from a blank screen and confusion to a networked game with lobbies and character selection. Not bad at all, I think. Especially for a first game.

 

Stay tuned for updates.

 

Fact: I am eating watermelon.

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We make small, fun games. A lot is going to happen in this space, so stay tuned.