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:

vandajan
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.

roundabout
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.

7drl5
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.

isling
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.

vect
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!

<3

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Crash course

glitch

I made a decision a few days ago that I felt like sharing here – I’m not going to enter Halting Problem into the IGF this year. I had a long blog post about why, but I’m probably better keeping it short – I just felt like I was having to rush some important decisions about the game to get it ready to show to people, and I don’t feel like that’s something I want to do, not with this game – I’ve kinda had that experience before, when I rushed to submit Four Letter Word to the 2011 IGF, and I ultimately regretted it. I ended up with something I just wanted to tear down and start over with.

This is a game I’m hugely excited about, and this is how I want to make it. At a relaxed pace, adding new things when inspiration hits, exploring ideas fully as they come. I think this is healthier, and better for the game overall. Maybe I’ll enter it next year instead!

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Robot Rock #screenshotsaturday

robots

With Naya’s Quest finished, I’ve gotten back to work on what’s kept me busy for most of this year – Halting Problem.

I feel like this game has the potential to be something really special. So, I’ve decided I wanna give it all my energy, and enter it into this year’s IGF. The submission deadline is just three weeks from now! It’s not going to be anywhere close to finished by then, but hopefully it’s just enough time to make something which gets across why I like this idea so much.

I’m probably going to hold off saying much more about this until after the deadline. Here goes everything!

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Halting Problem, #screenshotsaturday

halting

Update time! I have a working title for my puzzle game: Halting Problem. I’m not sure yet if it’s gonna stick, just trying it on.

A proper, meaty puzzle game is something I’ve wanted to make for ages, and I’m having lots of fun just messing around with the mechanics for this one and seeing what I can make out of them. It’s inspired by DROD, but also things like Qrostar games, Zachtronic games, and my flatmate Increpare’s games.

Really excited about this! I think I’m gonna make it my main focus for a while.

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Puzzle Game

blocks

Just felt like making a quick blog post about something I’ve been working on for a while. I’ve been tinkering at it for months now, actually. Haven’t mentioned it here yet because I don’t know where it’s going graphically, yet. It’s all still very abstract and mechanicy. (that screenshot above is using my placeholder tiles)

Anyway, this game is a PUZZLE GAME. I’m not entirely sure why I haven’t made more puzzle games – I love puzzle games (I’ve finished all the DRODs!), and I love designing puzzles, but for whatever reason I don’t seem to have made many of them. Well, time to put that right.

I’ll have more to say about this in a while. Just wanted to say something out loud about it, for my own motivation. I’m really excited about it! It’s a nasty labyrinth of weird edge cases and unexpected behaviour and it’s hella fun to just mess with. It’s probably a good sign that I’m spending more time playing this thing than actually working on it.

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