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

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

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

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

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

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

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

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

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

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