Naya’s Quest Soundtrack

Posted in naya's quest

I hope you’re all enjoying Naya’s Quest! I uploaded the soundtrack to bandcamp last night, and thought I should share it here too.

One of the reasons this game took so long is that I’d decided I wanted to do everything myself – which included writing a script, and composing a soundtrack. They’re both things I find very difficult, but I think it was pretty important for me to make myself do them anyway.

In the end, I think that’s what I’m most proud of with this game – that I went outside my creative comfort zones, and that every part of this game is mine, right down to the tool I used to write the soundtrack.

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Isothingy, 10th August 2013, #screenshotsaturday

Posted in naya's quest

room

Progress report time! I’ve finally finished the “first draft” of my isothingy game. In this particular case, I’ve decided that this means:

– That there are no placeholder lines of text in the story. I’d say quite a lot of the writing will be getting revised before I release it, but the story is all there, intact.

– You can play the game from start to finish. There are lots and lots of incomplete rooms, and some rooms are in the wrong order, etc etc, but the entire game is linked up now.

So how far off finished is it? Still pretty far, really. There are lots of little gaps to fill in everywhere in the game, lots of graphics are missing, and biggest of all, I don’t have a soundtrack yet. (I haven’t really done any music composition in a while, so I’ve been practising.)

It’s hard to work out exactly how long this game has taken, since it’s been so on and off, but I think it’ll be around 5 months, total, when it’s done. Quite a lot for what’s really a very small, simple thing.

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Infinitely close #screenshotsaturday

Posted in naya's quest

lasttown

Been back working on this for three weeks now. Maybe it’s time I said something about it? I feel like talking about this one is jinxing it a little…

This is a thing I’ve chipped away at on and off since 2011. Every so often, I get the urge to finally finish it. This time it’s looking like I might actually do it.

It’s been an odd one to come back to again – the big problem with this game is that it accumulates ideas – every time I come back to it, I move in a different direction with it. Figuring out how to finish it has been all about figuring out what it actually wants to be, and focusing on that.

Shouldn’t be much longer.

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Another new year’s resolution

Hello everyone! IT IS THE YEAR 2012 NOW.

At the start of last year, I wrote a long post about how things changed for me in 2010. Unbelievably, 2011 went even better. Between the steam sales, the humble indie bundle, and now the recent 3DS launch, VVVVVV continues to reach heights I never imagined possible. I’m incredibly proud of its successes, and incredibly grateful for what that’s meant for me.

Since releasing VVVVVV, I’ve worked on dozens and dozens of games. I don’t know how many exactly – I’ve lost count. A lot of those games didn’t go anywhere, and that’s fine. These past two years have been very creatively valuable for me.

But I’m looking ahead now, and I’ve been thinking a lot recently about the sort of work I want to do in the future. This year, I want to try approaching things differently. This is my new year’s resolution:

This year, I’m not going to start any new projects.

These last two years have left me with a number of very promising, incomplete prototypes, and what I’m going to try doing this year instead is focus on finishing these.

This is huge for me! It means no more entering Ludum Dare, no more Klik of the Months, no more throwaway jam games of any kind. It’s a massive, fundamental change to how I’ve always worked. But I feel very anxious to work on something bigger this year, and I want to challenge myself.

I’ve made a short list of my favourite unfinished prototypes. If you’ve been reading my blog before this, you may have seen me talk about some of these games before – there are three “main” projects on it that are the main things I’m going to focus on, and also a handful of smaller games that I’d like to return to if I happen to have the time.


Nexus City Spinoff

Nexus City is a huge RPG that I’ve been working on on-and-off with Jonas Kyratzes since late 2010. It’s a big, scary project, so last summer, Jonas and I talked about the possibility of making this short side game, as a way to introduce both ourselves and other people to the universe of Nexus City. It’s much smaller than Nexus City itself, and very much it’s own thing.

Jonas wrote an awesome script for the game, but other things came up last summer when meant putting it to one side. I’m planning to finally start work on it very soon, and I’m hoping to have it finished before March.


Nexus City

And then of course, there’s Nexus City itself. I’ve been talking about this game for a very long time, but I’m hoping to finally make it happen this year.


____

This relatively recent prototype came completely out of nowhere for me. I’m excited about it because it’s not really like anything else I’ve ever worked on. The nature of this game means that it’s very suited to being chipped away at, and I expect I’ll return to it frequently as inspiration comes and goes.

In addition to those three, there are also a couple of half finished shorter games that I’d like to revisit between projects:

KittyRPG:
I feel pretty attached to this right now, probably because it’s the most recent thing I’ve worked on. It’s a very short, stupid game. It shouldn’t take long to finish up either, so I’m going to stick with it while I still have a bit of momentum on it.
Big Hero:
One of the first things I worked on after finishing VVVVVV, Big Hero is a prototype I keep meaning to come back to.
Isothingy:
In it’s current state, this game is basically finished already. Last summer I had bigger plans for this game, but I’m not sure they’re going to come to pass anymore. In any case, I think it’s something that deserves to be finished properly, in some form.
Annihilation Game:
I worked on this briefly in 2010 – I think I only ever actually posted about it once (under its old working title “Self Destruct 2”), but it’s a game I’ve worked on a fair bit, and continue to think about. I think it has the potential to be a very interesting game, and I’m really itching to make another shooter.
Not At a Distance:
At a Distance was a very challenging project at times, and quite a lot of ideas and content ended up getting cut from the final version. Enough that there’s almost a complete game’s worth of unused ideas still floating around. I’d really like to take some of those ideas and put them together in a playable form, as a short B-Side to At a Distance.

And that’s it. That’s everything.

Of course, like all new year’s resolutions, perhaps this is doomed to fail. I can’t promise I won’t fall off the wagon next time a Klik of the Month rolls around, and maybe it’s no big deal if I do. I’m really optimistic about this year, though. If I can finish even a fraction of these games, I’ll consider it a huge success.

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A quick update

Been a while since I’ve actually talked about what all I’m working on! Well, here’s a quick update on my main projects right now:

VVVVVV

So, my main focus right now, of course, is VVVVVV. Simon and I are planning two patches – the first, which will be out very soon, should fix almost all the issues that have cropped up with the new C++ version of the game (i.e. the fullscreen-auto bug, the time trial bug, etc). It might also add some basic features to the player levels that don’t break backwards compatibility with the bundle version – like mapping, for example.

Some time after that, then, we’re planning a second patch, which will add loads of stuff to the editor that I didn’t have time to add originally! This will include almost everything that the main VVVVVV levels can do – like teleporter networks, scrolling levels, and advanced scripting.

I’ve also been working on some new levels of my own…


Nexus City

Nexus City is a very big RPG that I’ve been making on-and-off with Jonas Kyratzes for quite some time now. A few months back we decided to make a short side story set in the Nexus City universe, as an introduction of sorts to this very big game we’re making.

Nexus City is a very important project to me – in some ways it feels like the game I got into making games to make.


At a Distance

A few months ago, I made a game for NYU Game Center‘s 2nd No Quarter exhibition, called At a Distance.

After the exhibition, I decided to take some time away from it to decide where exactly I wanted to go with it – and I’m still thinking about that – but I have arrived at one decision, at least. At a Distance isn’t finished yet.

Just to be clear, I’m not planning to expand it or make it something bigger – in fact, I think I’ll end up cutting a lot from what’s already a very short game. What I want to do is improve what’s currently there – there a lot of details in the game that I’m not happy with yet, things that I’m able to see more clearly now that I’ve had a little distance from it.


Untitled Isothingy

I haven’t forgotten about this one!

This Isothingy (which I should really come up with a proper title for) is a short side project I started just after finishing At a Distance, and in it’s current form, is basically complete. I wasn’t completely happy with it, though, so I decided to expand the concept a little and add a bit more to it – and now it’s become something I think is a much better game. I’ve teamed up with Christine Love, who’s writing a very fitting story for the game, and Flashygoodness, who’s making some amazing music for it.

Unfortunately, with everything else I’m working on, I’ve had to put this to one side for now. Hoping to revisit it in a couple of months, though. It’s the most complete incomplete game I’m working on right now, if that makes any sense.


Untitled Nyxgame

This little thing is just a side project I’m doing for fun this week. Either I’ll have it finished by Sunday, or I’ll scrap it completely.

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Isothingy returns

Posted in naya's quest

Decided to work on this thing again:

It was basically finished a couple of weeks ago, but I wasn’t really happy with it just being a straightforward puzzle game – so, I’m doing a little more work on it to turn it into something better.

Have been doing a little bit of messing around with flash Pixel Bender, which is what’s causing the nice fadein cushion around the screen, but it seems to slow the game down quite a bit so I probably won’t keep it.

Once this one is finished up, Jonas and I are planning to return to Nexus City! Or some place very near it, anyway.

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