MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More

MOVRM launching out of Early Access!!

Inspired by popular sci-fi movies, Mind OVR Matter gives you the power to control objects with your mind. This power must, however, be honed through dedicated training. This place is all you know. The power is all you crave. Seemingly trapped, all that matters now is growing your power. Learn to throw cars. Learn to throw your self. Learn to use your mind anew. OK, so I've been neglecting this website. There, I admit it. I'll be back to talk about future projects soon but for now, lets discuss the important changes: Force VR is now called Mind OVR Matter due to rather obvious potential legal complications to anyone familiar…
Read More

Force VR: Release Date & Store Page Live!

Force VR is (almost) here! This is a link to the store page for Force VR: http://store.steampowered.com//app/490170 And here's the trailer: https://youtu.be/ArUNww1_j9k I know I could have done better with the overall presentation, but also much worse given the time I had to make it. We'll just have to make a better trailer once we hit 1.0 :) It's been a surreal few weeks getting all of this ready for launch. After mentally and physically preparing to submit a game to greenlight for years now, I rushed straight passed it and am now days away from launching my first game on Steam. A VR game. VR exists. My inner child…
Read More

Heading Full Force into VR

Quickly: If you're coming from r/Vive then I have to say what a fantastic couple of months it has been being a part of such a wonderful community. You have provided me with many laughs and a lot of shipping information. Your posts are often genuinely inspiring. VR and your community are what get me up on the days where I don't want to get up. This game is for all you lovely people. So, I've also been busy doing other things recently. Mainly playing with and making prototypes for my lovely new HTC Vive. I am absolutely enamoured with the thing. Valve really have outdone themselves. I've made four…
Read More

Changing my Precious A.S.S.

So, it's been far too long since I updated this website at all. That is partially due to some things in real life but mainly due my inability to deal with hitting a wall in the development of A.S.S. that has proven particularly troubling (at least to me). Part of the vision for the core gameplay loop of A.S.S. was 'exploration'. It became apparent to me during development of A.S.S. that this is something that is extremely difficult to achieve in the 'metroidvania' sense that I was striving for without a heavy reliance upon the visual artwork of the game. Even for something as functional as navigation, the artwork would…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Website Finally Live!!

The Metroidvania Love Starts Here... So, it's been a long road but the website is now up so I can take a small break from game development and start sharing images, movies, music, development woes and lessons learned. Hopefully I will be attracting constructive feedback from you all along the way so that the game ends up better than I could ever make it on my own. I need you guys. Next post will be a short description of the game's major design mechanics that I'm confident are going to see it through until the finished product hits release. As well as a little hint at which ones might need…
Read More