THE SUPER MASSIVE CATCH-UP UPDATE - PART 1
Hold on to your butts, this is going to be a long one.
It's certainly been a while since I've been on this blog, for a LOT of reasons (which I'll cover below). I've never updated that frequently - mainly due to having a full-time job, a kid, and a kickstarted game that's way behind schedule - but 16 months between updates is probably pushing it.
I'm writing this on my lunch break, so I'll catch you all up as much as possible and then continue tomorrow.
Grab a
or a
JANUARY 2017We announced a new member to the team:
Aaaand we moved house, because 2 kids in a tiny apartment sounded like a nightmare. Moving house was a nightmare too, but a short lived one (sort of - houses have all sorts of different problems for you to deal with).
FEBRUARY 2017Another month of just adding more stuff into the game, like:
Getting shapes from killing bosses:
Integrating the world map:
More on this later
Sinking crates:
Realising they were stupidly big and you should be able to push them:
Timed pillars:
Making the line turn red when you can kill enemies:
Secrets:
Aaaand I did a local event:
MARCH 2017Mable got some coverage on DualShockers!
https://www.dualshockers.com/kickstarted-indie-mable-wood-delayed-indefinitely/Oh dear.
I worked on multi-directional levels too:
APRIL 2017I released the alpha to that tier kickstarter backers. I wasn't happy with the state of the game at this point, and feedback was mixed. The linear levels and map didn't really scream 'exploration' to most people - the divergent paths felt just kind of arbitrary.
So, it was time for me to take a step back and think about structure. Which I did, but I didn't come up with a solution for a while so it would be wrong to cover this in the April section of this catch up.
I also got this art from Trudi Castle to help with promoting the game:
And I made the stone giant's head pop off when he dies:
MAY 2017 - PERSONAL STUFFFor those off you who know me outside of TIG, or have followed this devlog from the start (or my old one for Among The Willows), I've talked about my family before. For me, gamedev is a really personal thing. I do as much as I can myself, so I feel like the games I make are a part of me and a part of my family (which sounds really cheesy but hey this is my devlog so that's fine).
I try to involve my family in the process as much as possible, although Joni's coding is awful (she was nearly 2 at this point). Sarah (my wife) was very pregnant at this point, but when she wasn't trying to sleep or eating really strange things she'd always give me feedback on the story, the designs or just ideas in general.
May was a really hard month, because Sarah's dad passed away. I'd been working about 60 hours a week with my job and the game and trying to fit family stuff in between that. That changed really suddenly and it was like getting whiplash. He basically collapsed, went into hospital and two days later he'd died.
It was horrible and there was a bunch crap that came along with it, but I kinda pushed everything except for family to the side for a bit.
And that's my dinner over, but I don't want to leave it with the depressing bit, so I'll leave you with a picture of a chicken that I drew to put in the game but never got around to:
15-20px is too big, Mable is only 30px tall...