Archive for January, 2014

Busy making other plans

Hello 2014! Don’t worry, I’m not making any public new year’s resolutions – I never keep em anyway.

I was just thinking that I haven’t been posting much here recently, you know? Actually, it’s been a while since I’ve said much at all about what I’ve been working on. So, here we go: a snapshot of projects I’ve been working on recently, projects I’ve been thinking about working on, and projects I’m planning to come back to:

Untitled DarkSoulslike

Last time I mentioned this, I was looking for an artist. Well, I found one! A very talented London based comic artist called Cristian Ortiz, aka CROM, creator of Golden Campaign.

Collaborations have a way of getting a little out of hand, but I’m still hoping that this one will come together as a small, contained world to experience. Realistically, I think it’ll take another month or so.

Halting Problem

I took a complete break from this game just before the IGF submission deadline last year. I haven’t worked on it since. I needed some time away from it. Still do. I wanna finish a few small things before I take this on again.

Halting Problem is a big, scary game. There are a few ideas at its heart that I think have potential to be very, very special, if I’m good enough to bring them to life. I haven’t forgotten about this game. It feels the way Super Hexagon did, the way VVVVVV did, and the way At a Distance and Nexus City did – that idea that won’t go away.

When I come back to this game, I don’t want there to be any distractions – I can feel that working on this one is going to be all consuming, that’s it’s going to take everything I have.

Untitled Roguelike

I worked on a game for last year’s 7DRL that I still think about a lot. I dunno when I’m going to find time for it. Maybe it’ll resurface at some point, as something else.

NewCity RPG

I moved to London at the end of last year, and spent my first month here making an RPG about it. It’s a game about a place, and mostly about getting across what that place is like – lots of distinct areas with their own personality, based on whatever alien impression a brief visit with them left me with. There’s a shoreditch level, an islington level, a few other places – and an underground system that links it all together.

I’m long enough here now that it doesn’t feel alien to me anymore, so I’m not sure where to take it. Maybe that’ll come to me, as I get to know the city a bit better.

Vector thing

Really, it’s just tech at this point, and an idea. I owe Stephen a fan game…

VVVVVV’s last hurrah

VVVVVV is always going to be really damn important to me. It’s my final fantasy, the game that changed everything for me.

I’ve had an incomplete iOS version of the game working for over a year now, but other projects have kept me from finishing it up. I’d really like to get that out soon, though. Over Christmas I spent a little time finishing up the port, and I’m happy to say that the really hard stuff is done, now. I just need a week or two to sort out the details.

In addition, Nicalis have been porting the 3DS version of the game to PS Vita, and it feels wonderful on it.

So here’s an announcement of sorts, then.

This year, I’m going to release VVVVVV on PS Vita, on iPad, on iPhone, on Android, on Ouya. And, if I can manage it, all at the same time. This will very likely be the last thing I ever do with VVVVVV, and I wanna go out with a bang!