General Discussion

If you have any general comments, bug reports or such that don’t really fit below any of the recent blog posts, feel free to say them under this stickied post! A forum might be necessary at some point… Also:

  • All comments will eventually be visible, sometimes they might end up marked as spam by accident and I’ll have to retrieve them. Using the same username/e-mail combo makes commenting much more reliable and less prone to give false positives, so please do that :)

What is happening

Just to show that I have some other stuff under development, have a couple pics:


I really like smooth snake-like movement so I felt the need to try to make one myself. Maybe this’ll become something? Who knows!


Despite the long silence, I’ve lately also implemented new stuff to Officer Alfred! The box functionality has been very hard to get working properly but I’m very happy about it right now! :) Note also the super-cool independently moving box platform; I think that’ll allow for some pretty neat puzzles.

As for ESA I finished the first phase of the final boss; also I decided that I want to fill up all the existing holes in the game map; I’ll add them to the “big secret” of the game so that visiting them gives hints on how to find other stuff. Hopefully that’ll be fun! At least it’s not a huge job. To be honest, most of the stuff left to do is related to either the secrets in the game or the in-game dialogue, the latter of which I’m kind of afraid to start working on because I’m really not confident in my ability to convey the things I want to in English!

Oh, and Ludum Dare #29 will be held this weekend! I haven’t participated in a long, long time due to general lack of motivation and/or inspiration. However, the theme voting is open so I’m on the lookout for an inspiring one; maybe it’s time to make another 48-hour game? We’ll see!

(Whoa, suddenly my whole life is about game development again. This has been a weird Spring!)

Esa is actually a male Finnish name. It’s pretty funny.

More work done on ESA, things are looking extremely nice right now, I think. I just finished the pause menu and its submenus, and I’ve started working on the ~~FINAL BOSS~~!

Also I love completion percents; it’s great fun to complete a game and then see a rough approximation of the things left to found (Kirby’s Adventure for NES, Super Metroid and Treasure Adventure Game (by Robit studios) are great examples of this!)

Guess what ESA is going to have???

ESA and stuff

That’s another miniboss finished! Joy!!

Also found a solution to a programming problem I’ve been having for years; this means I might be able to finish some work on another concept I’ve had in my mind for quite some time!

(I really wish I had more time to paint! It’s been 4 months since I last did any serious watercolourwork :( )

ESA played with a classic gamepad!

Was testing this today; it’s cool! Although the d-pad is a bit finicky, but that’s not really the game’s fault.

Excavatorrr reviewed by IndieImpression!

Now this was sweet, Nick Reineke at IndieImpression made a really cool video showcasing the game, also saying that he might stream it in the future. Thanks, Nick! And thanks, those of you who read this blog, too :)

There are a bunch of things to be fixed in the game, but I decided to release a small patch that fixes at least something; I made it so that there’s a new option to disable submitting scores altogether, and made it so that the game is able to automatically enter the last nickname the player has used. Handy!

Get the new version here!

 

Aaand here’s the video review. Good stuff!

ESA milestone!

I’m getting close to 100% rooms done; the only thing left is redoing those few temple rooms left (and adding some secret things if I feel like it). If I keep up the pace, the game could be done level-wise next week! After that it’ll be all about bosses, ending cutscenes and quality-of-life things!


News and stuff

I feel that I remember to update the ESA twitter and TIGforums devlog more often than this blog. Sorry about that! I’ve tried to focus on ESA to get that out of the way, to put it rudely.

Have a GIF!

Anyway, the reason I wanted to post is that I want to gather some opinions on CWOUN. Mainly, I’d like those 3 of you who read this blog to answer the following question:

What are the hardest things in the game AKA What thing(s) kill you most often?

I’d like to eventually start updating that game again, and it’d be neat to make it a bit more accessible. Comment on this post if you feel like it!

Also check out these amazing CWOUN fan-arts:

(Source: imgur, drawn by Meh)

A new review of CWOUN!

The blog has been relatively silent for a moment. Let’s fix that!

CWOUN got a really neat review over at the RETRO SPIRIT GAMES blog. Go read it by clicking here! Basically the review points out the main problem with the game – it’s too hard. Ugh. I’ll update the game with some updatey updateness once ESA is at least nearly complete.

As for ESA, I was on a trip for a week and thus wasn’t able to keep working on it. However, I’m back, and so’s development. I’ve reached the 90% mark, and decided that after this I’ll try to refrain from using a percentual calculator for measuring the game’s state, since at this point things get a lot more uncertain due to there being so much polishing to be done everywhere, even if the actual content was done. There’re only two rooms to complete before getting to the final boss, so that’s very cool!

I made a list of things that need to be added after the final boss is done!

Nordic Game Jam 2014 is going as I write this, but unfortunately I was unable to attend this year. This saddens me a lot, since that’s easily the best game jam I’ve ever participated in! The other trip I was on kind of drained my money (not to mention energy), so I had to pass this time.

SPOOOKY



ESA & CWOUN stuff

A player actually found the *ultimate treasure* of CWOUN. Good job! Have some ~official developer-made fan art~:

meh

I also made a neat little graph to illustrate how ESA has progressed throughout the years:

Currently the game’s at 86%! I think I’ll stop using percents once I hit 90%, since the final polishing etc will probably take quite a while.