What I do, When I do it, How it is done
It has been a while since I've posted on the website. I'm fairly slow when it comes to these sorts of post because I prioritize other work, as well as time with friends and family, over updates like this.
I dropped the networked game. It was an interesting idea, but I ultimately decided it wasn't worth the time to polish. Maybe someday I will drudge it back up. For now I have decided to work on a slightly larger, single player experience. I have a vague idea of the name, and a stronger idea of the gameplay. I'm going to hold onto the specifics and simply say it is a 2d fantasy action adventure, shooting for an initial steam release and then investigating consoles, likely starting with the switch. (Man, the switch is so good right!)
A lot of life changes and work changes have occurred since my last post. I'll be continuing to work on the project in my free time. I was taking a brief break in the normal work day to post this. When I have placeholder art that is my own, I'll start posting concepts of the prototype as well as overall plans. I'm toying with the idea of live game developing on a regular schedule via twitch in the nights. That said, I have a new baby on the way come early next year, so we will have to see how that will work out.
Thanks for your patience. I'll send another update the closer I get.
Things have been busy in my life since releasing Perplexigons. The game has been well received. It was a fairly small project, but I am happy with the reception.
I've been putting most of my focus into an rpg project. I love tabletop RPGs, and my project focuses on a union of tabletop and digital play. I'm happy with the progress, and the system is very close to playtesting. My plan on the RPG front is to get it to a place to begin system testing for quite a while, allowing me to make design revisions. While that progress is being made, I plan to move forward on a new digital project.
I don't have a lot of details yet; but, my plan is to produce a local and online network-friendly co-op experience. I'm keeping the scope pretty small, given I am the only developer on the project again. However, I've gotten quite a bit of progress in unity working out some of the Networking aspects, including 2d Movement and controls, interactions with objects, and a few other systems that "direct the fun" of the game. I'm nearing a "first playable" state. I don't want to officially announce the project yet; but, progress has been fast and furious. If things go well, I want to get the project ready for launch in under a year, shooting for a PC/Steam release. If the project gets enough attention, I hope to approach Nintendo about getting it on the Switch.
Things will probably move a bit slowly at first, but I hope to more regularly update the blog and details, images, etc. I was in a head on collision with my family 2 weeks ago, so I am taking it slow right now. Between that and my day job, I still only have so much time to put into this each week, but I believe the game scope should ensure I can make the project in the scheduled time. (Most of it will depend on how well I can manage to create an art pipeline and style that works for me)
Well, Perplexigons was actually released on Thursday. I delayed the post to make sure release went smoothly. I believe it's important to support your user base as best you can, and the post seemed like something that could take a back burner.
The good news is I'm getting wonderful feedback. People are really enjoying it, which makes me happy. I have also had very few technical issues arise. My testers did an excellent job assisting me in finding so many bugs before release. I'm very proud of the polish of the release at this point, and I hope many more will be able to enjoy the game in days to come.
Thanks so much for your support so far, and I'm looking forward to seeing continued response to Perplexigons!
Perplexigons is only a few steps from submission. I want to finalize some marketing images for the stores and press kit before pushing the game. I also have one final element of code to add to the game. The framework has been in for a while, so it will be a quick adjustment. After I add it, I'm confident I will be able to make a final build and push to the app stores in the next few weeks. In full disclosure, given I work full-time on other game projects, I've intentionally delayed release a bit to give some of those game releases some breathing room so there is not any conflict.
In other news, I'm just under 2 week away from turning 30! Where does the time go!?!
It's been almost a year of working 1-2 hours a few times per week. (Granted, there have been numerous months of dry spells that went into relaxation time over work time to be fair) All of the work I have put in is coming to an end on this project. Perplexigons will officially be announced on social media soon. (Still need to pin down submission deadline and finish up the website) That said, Perplexigons now has a page up on the site. I am excited to push my first solo project. It has been a long road.
On the horizon?
I have another project lined up already. I want to spend some time in network programming to hone my skills for some future projects I would like to do; So, my plan is to work on a smaller, more manageable action "sports" type game. Right now the plan is a sci-fi first/third person arena style game that focuses heavily on teamwork and strategy. No guns, lots of chaos, plenty of mayhem. I am sure the project will take quite some time to get going. For the moment I will continue to focus on finishing up with Perplexigons, submitting, and providing support as needed for as long as needed. I will also have a little development break at night to recoup from the recent long bouts of development and young children induced insomnia. (For those wondering, that likely means Overwatch)
The first product from Stormlight Games will be announced and released within the next several weeks. I'm really excited to present it to everyone, but I have to bide my time a bit longer. I'm in the final stages of beta testing on mobile devices. I am also finishing up some things on the business end, which is why I want to wait just a bit longer to give out any more information. I am confident release will occur by Thanksgiving, though I am shooting for the end of October. Cheers!