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Showing posts from 2015

Game development updates April

It's been a long time coming but here's an official announcement: Super Mansion Quest is on hold again. There's many reasons behind this but the main ones are: I was meant to be working on only one feature (making the guns feel good) and I got sidetracked I don't really know how to create proper enemies that would suit the gameplay The progress I was making felt really slow and I didn't have much enthusiasm for it At the bottom of the post I have a partial list of what I achieved while working on it again. What I actually want to talk about is what I've been up to in between putting the game on hold and now. It started off with wanting to make a platformer that's smaller in scope than Super Mansion Quest. So I worked on a recreation of Super Mario Bros. World 1-1. I actually managed to get a fair amount done because there's not too much going on in that first level. I didn't make an exact clone because the movement in Super Mario Bro

Accomplishments & Goals

I didn't get as much done in 2014 as I wanted to, but I still managed to actually do a few things -Worked on 3 released games ( Swan River Swim , Quarries of Scred 1982 and Scourge of Tethys ) -Worked on a number of unreleased prototypes (Grapple Punch, Text Invaders, Monster Tournament and a few others that didn't have names) -Cleaned up and resumed working on Super Mansion Quest -Created a devlog for Super Mansion Quest on Tigsource -Turn 21, not really an accomplishment, but it is an important event that happened -Went to PAX Aus 2014 and got to explore Melbourne a bit more this time -Cleared a fair amount of games from my backlog and removed the games I didn't want to play So in 2015 I hope to: -Release the gun demo for Super Mansion Quest in a few weeks -Release a few games/prototypes -Create a proper art portfolio -Play more games -Read more books -Waste less time on the internet