Showing posts with label SBX. Show all posts
Showing posts with label SBX. Show all posts

Friday, May 29, 2015

Green Lit

Well I can't believe it happened, but SBX: Invasion finally got Greenlit and will be on Steam on June 1st!



It's been a long time coming and it's been an awesome experience!  At first when I got the e-mail that SBX Invasion had been Greenlit, I thought it was a phishing scam, so I skeptically opened a separate tab and went to the steam page.  And then it hit me: a game I had made was going to be on Steam, a game that had sat in the Green Light process for almost 15 months.

I got excited.  And then I got to work.  I had to polish a few bugs I knew of, create new builds, get it compatible with the Steam upload system, create new art assets for the store, create a new promo video, and learn how Steamworks Builder worked.

I spent a couple weekends preparing and getting everything together and set the launch date to June 1st.  And now it's almost here.

I don't know what this will mean for SBX: Invasion, but a small part of me feels like I've succeeded, just a tiny bit.  That feels good.  

So if you haven't yet, check out the Steam Page, or check out my Youtube Promo Video

Or drop me a line on Twitter.

Cheers and hope to have some awesome things in store to share soon!

Jason C / WakeskaterX


Wednesday, January 29, 2014

Global Game Jam 2014 - EvoDash - Postmortem

Well it has certainly been a busy week.  This past weekend was the Global Game Jam and what a time that was!  It was a wonderful time creating games alongside a bunch of other talented people.  Fire Hose Games also just did a live stream play through of SBX: Invasion as well today at noon.


So let's start with the Global Game Jam.  It was exciting, it was exhausting, it was all around a good time.  I left for the Jam on Friday and took the Commuter Rail into the city.  The Jam location was at Northeastern University in the Digital Commons (which is quite an impressive area) in the Library.  The site was open for 24 hours a day so I planned to stay for the entire duration and brought a blanket and neck pillow accordingly.

The first day was a lot of fun, and right at the start I knew I wanted to get our team together and start work asap.  After all, 48 hours is not a lot of time to finish a game.  So during the mingling a group of people kind of came together, and I asked if anyone knew C# and wanted to work in Unity and two of them said they were fine so we set out a group quickly.  The theme was "We don't see things as they are, we see them as we are." and we grouped in a corner of the library with a white board and started hashing out ideas.

Our final idea that we decided would come to be known as 'EvoDash'.  The concept was that the game was essentially an infinite runner / survival game, that evolves based on the player's actions.  The player also changes based on the way they play as well.


For instance, the player can move through the world by sprinting, jumping and dashing in addition to the normal run.  These actions require endurance, which is a limited, regenerating resource.  As the player jumps during the game, their jump becomes stronger, as the player sprints, their speed increases, and as the player dashes, their dash becomes longer and on a shorter cool down.  However, if they don't use these skills, they will decay down to a minimum over time.

In addition, the world will generate obstacles based on the current stats of the player, so if you jump often, there will be jump obstacles, if you dash often, there will be dashing challenges.  All of this being procedurally generated.  That's the high goal at least.  We accomplished this to a degree for the Jam, but it will certainly take some refinement to fully realize this.

Then we set out to create the game.  We located a table with some screens set up and assembled our workplace.  Our team was comprised of 6 people:

  • Lead Designer & Gameplay Programmer...............................Jason (Me)
  • Lead & PCG Programmer.....................................................Kevin Cavanaugh
  • 2D & UI Artist......................................................................Christian DeSilva
  • Musician & SFX Artist..........................................................Harry Lodes
  • Programmer & Git Specialist.................................................Jeffrey Robbins
  • Programming Assistant..........................................................Jacob Ginsparg
The screens at the tables were extremely nice with adjustable mounts, so we set them up to the side as our script screens.

Kevin and Jacob Programming (note the awesome screen)


My Side of the Table (And Jeff's Foot)


A Selfie of Jeff:

Unfortunately we don't have any pictures of Harry or Christian as they were off by themselves grinding away for most of the weekend.  We didn't really focus on taking pictures or making the video.  We were fairly engrossed in creating the game.

There were a lot of challenges as well.  The first night we had some massive problems with Git integration with Unity.  I'd say over the whole weekend, trying to get Git to work properly with Unity cost us around 5 hours.  And when you only have 42 hours or so after all of the announcements and what not, that's a lot of time.  So, GIT was our number 1 challenge.

Sleep was also tough, the first night I passed out around 6 a.m and slept until 9 a.m and then Sunday Morning I finally let myself sleep from 9 a.m until noon once we at least had a solid build out.  I don't think I've ever stared at scripts for so many consecutive hours, but it was fun (as a rare event!).  Also, on Sunday Night through Monday Morning I slept 14 hours to recuperate.

The experience was amazing and we actually finished a game!  A fellow jammer actually lent us a SNES USB controller to use for testing and EvoDash is a lot of fun on a SNES Controller, by the way.  You can play the game as well on my website.  The controls are there, you just need to have Unity player installed.  I also got used to the 2D Workflow in Unity which is actually very nice!  I'm ten times more comfortable with 2D in Unity now.

For now, we all agreed to evolve the game in our own ways and the idea is that we can take our versions of the game in the future and make a new version that's much better and takes from all our ideas.  So I'll be working on my own version of EvoDash alongside Tzarr.

So THAT was the Global Game Jam, if you like making games and haven't done it yet, set aside the time next year!  I highly recommend it, even if you are new to game development.

In other news, Fire Hose Games, creators of Go Home Dinosaurs and Slam Bolt Scrappers, and recently in the news for their Indie Incubator announcement on Joystiq and the Boston Globe, did a live stream of SBX: Invasion today at noon.  You can check out the video on Twitch.TV.  

It's been a CRAZY weekend, and a lot of fun!  Some friends of mine, Ben Taylor and Dawn Rivers were in the GGJ as well and created Snub Titles, a neat meta game that challenges people to think critically when they review games.  It's pretty interesting so far, I look forward to seeing how it develops.

I should also have a playable build of Tzarr by Friday for Feedback Friday and our goal in February is to have an online multi-player matchmaking system in place.

That's about it for now, but I'm sure you're tired of reading words by now.  Subscribe to the blog to stay in the loop!  Lots of neat stuff is in the works so you won't wanna miss out!

Cheers,

Jason Carter / WakeskaterX






Thursday, January 9, 2014

SBX: Invasion is now in the Greenlight Process! - Update 1.2 is out too!

Well, I finally started the Greenlight Process for SBX: Invasion.  You'll be able to vote at the link below:


Also Update 1.2 is now out at Desura, IndieGameStand and will soon be out at FireflowerGames.

What's new in Update 1.2?

Well quite a bit!

  • New Movement system:  The player will no longer bounce off walls and reverse direction and the movement system feels a little more slippery like you are in space.
  • Upgraded UI and Planet Graphics:  The planets look a lot nicer now, I ran a Posterization filter over them to bring them in line with the games graphical quality and then added a glow effect.
  • Updated Tutorial: The tutorial is a bit longer but the game lets you go free a bit sooner.  There a little less tutorial stuff after the tutorial, but more is included at the start.
  • Optional Tutorial:  The tutorial is now optional to new players as well.
  • New Loading Screen: The loading screen now says "Loading" and also gives a little tip about using Ghost Mode.
  • New Voice Overs! My lovely wife voiced the entire monologue by AIUA in the game.  Instead of a computer rendered voice, my wife tried to stay monotone enough that the computer filters would work.  It was a pretty fun experience and we had to stop ourselves from laughing on a few occasions.
  • Minor QOL Improvements across the board:  You can now use arrow keys to move between levels in any way, before it was locked for some weird reason that I can't remember.  It's better now.
And there is ALSO a new DEMO at IndieDB that you can play to try out all the changes!

Check out the demo HERE

Over the next few weeks I'll be doing some advertising and I'm really hoping we can get Greenlit as that would be a phenomenal boost!  I'll also be working on my NEXT project a little bit this month so stay tuned.

Cheers and Happy New Year!

Jason/WakeskaterX


Monday, December 30, 2013

End of year report for SBX: Invasion - Looking forward to 2014

Looking back on the year, it's been a fun ride, but difficult.  I've learned more than I ever thought was possible and through the process of learning realized how little I know about game development and design.

I've realized to be a successful solo indie you have to be an expert at Programming, Art, Game Design, Project Management, Marketing, Web Design, Sound Effect and Music Creation, Social Networking, Production, Business Planning, and Writing.  That's just the little tip of the iceberg, too.

I enjoy it but it IS exhausting.  I love learning so being an indie is incredibly fun, but it takes a continued effort to not succumb to Analysis Paralysis.  There are hundreds, even thousands of things to learn and all of them are applicable to game development, and I've noticed that unless I have a specific plan, it is easy to get overwhelmed.  I like to keep things organized with Trello, a simple interface for keeping checklists, and I highly recommend it.

So let's take a look at End of Year info, a look back at 2013 and forward to 2014.

End of Year Finances and Statistics:

So I haven't quite broke even yet.  SBX: Invasion was released November 1st, 2013 and has had 1 minor update so far.

During the first 2 months SBX: Invasion has:

  • Sold 31 Copies across all portals and made $61.11 USD.
  • Been the feature of 7 Youtube Videos by fans and reviewers.
  • Been reviewed in 8 articles.
  • Had 25 demo downloads (Demo released later on in December- derp)
  • Been played in an indie game stream alongside some other great indie games.
So the game made $61.11 and between setting up the website and other minor expenses I've spent $253.34.  So that leaves me $192.32 in the hole.  Which is piddly money anyway.  

So the year wasn't financially great while an indie (I started full time in July, so I made money at a job for the first 7 months of 2013), but I have learned a ton and feel good about moving forward in 2014.

So let's look back at 2013 and I'll touch on just a few things I could have done better.  This isn't a fully fleshed out post mortem (that will come sometime later in 2014), but just some thoughts at the end of the year.

A look back at 2013:

This is my first year as a full time indie.  Jumping headfirst into the industry has been stressful at times, enjoyable at times, and a lot of work all the time.  I've had to learn to self motivate, organize and network (among many many things.)

Things I did well in 2013:
  • I finished a game!  SBX: Invasion was a long process.  It started out as a terrible entry for the GMC Winter Jam in January 2013 and took a lot of love and revision to get it to a moderate state on release.
  • Iteration.  The game got significantly better after release, and update 1.2 coming in January should improve the flow of the game and address some issues that people have with the game.  Feedback has been critical to the game getting better.
  • The core idea.  People have enjoyed the base idea so far and feedback has been good on the games core gameplay.
  • Attended all the Boston Post Mortems since I moved here.  I've met so many amazing people at the BPM (the local IGDA chapter) and it's been a phenomenal place to learn about other indies, meet local developers and aspiring devs and be a part of one of the best communities out there.  If there's a local IGDA chapter in your area, go to it!  And if not, start one!
Things I could have done better in 2013:
  • An earlier demo.  I released the demo a month after release.  The feedback from Feedback Friday would have been good to get earlier before release.  
  • More polish before release.  I ended up releasing the game immediately after I finished the art rework but I could have spent one or two more iterations on polish before pushing it out.  That said, there is a balance between forever polishing and putting it out too early.  I was sick of the project and burnt out when I released it, but also, the feedback post-release has been great and very useful.
  • A better promotional video.  I might spend some money to get a really good promotional video made.  I had to learn video production myself in order to make the promo video, and as I AM a video production noob, the video looks like it was made by a video production noob.
  • I had no advertising budget.  Something I will do moving forward is budget a specific amount of money for advertising.  The biggest problem right now is lack if visibility.
  • Thinking about target market from the beginning as well as monetization.  The game falls loosely in the tower defense genre.  Well tower defense games are traditionally free flash games, so trying to find places to reach the target market has been a challenge.  If I released a free flash game or an iPhone game it'd be easier, but for a pay to play PC game, it's been a challenge.
So you can see there are lots of things I could have done better, and there are plenty more.  These are just a few things off the top of my head.

But, I do have a plan going forward.  I'm not quite done with SBX: Invasion just yet.  The game has potential and I've learned a lot and updated it a lot.  So what do I have planned for 2014?

A look forward to 2014:

First things first, I'm working on a large update to the game.  I've gotten a lot of feedback on various parts of the game and have put together quite the update.

Some new things coming out in Update 1.2 are:
  • New Movement System!  No longer will you bounce off walls and turn around.  The movement is more floaty and feels a bit more like you're flying a space ship in space.
  • Better Visual Feedback.  Things that aren't super clear like resources gained from enemies will now be noticeable in the GUI.
  • Refined Graphics and UI.  I'm not the world's most amazing artist sent from the heavens to awe mankind with my creative genius, but I have put together some new art for the UI to make it a bit more refined and cohesive.  I've consolidated fonts, textures and am reworking a lot of the UI art.
  • More compact Tutorial.  I'm going to combine a few more things into the Tutorial and open up the next few levels to be less streamlined and a bit more free form.  The result will be that the tutorial is slower and more tedious but the levels after will open up quicker and be faster paced.  I may even make the tutorial optional for new players.  
  • New Voice Acting (possibly).  This one is tentative, but I'd like to redo all the voice acting with a real person and some effects run over it.  
Once the update is finished, tested and iterated on, I'm going to be moving toward getting the game Greenlit.  Steam is something I've avoided so far as a smaller, unheard of indie, but now that the game is getting a bit of steam (no pun intended) I think getting Greenlit is possible.

In addition to starting the Greenlight process after Update 1.2, I'm also going to start a targeted advertising campaign.  I've only got a few hundred bucks reserved for ad space, but hopefully I can stretch that out over a few weeks to promote the Greenlight campaign.

I'm also going to be working with another programmer on a Chess type game in preparation for a larger project (if we work well together).  But that project hasn't been started yet, so hush hush.


Anyway, 2013 has been a wonderful year.  I've made many friends since I move to Boston and have enjoyed being a part of a wonderfully creative community.  I'm looking forward to what the new year brings and excited for the future of Wakeskater Studio.

Cheers and Happy New Year,

Jason C.






Wednesday, December 18, 2013

SBX: Invasion Demo at IndieDB - Marketing Sucks

It's been a while since I've posted here.  2 weeks almost!  I really need to get it together and continue to post on Fridays.  Lots has been going on, from Boston Post Mortem meetings to getting Demos out to starting on new projects and project ideas, it's been a busy month so far.

So first, I've got a couple demos of SBX: Invasion available at IndieDB:

Check out the downloads page at the link below for the FREE DEMO:

SBX : Invasion Base Defense

Demo Version 1.2 is the latest and contains a completely reworked movement system.  No longer will players reverse direction when bouncing off walls, and it splits up the direction from the player facing vector, which were tied together before.

The new movement system won't be released until Update 1.2 but the demo will give you a taste of what is to come with the next update.

Also, marketing sucks.  It's one of those things I'm still learning about slowly and making tons of mistakes, but it's hard to get out there as a small, new indie.  I've had a few smaller sites and youtube let's players pick up SBX: Invasion, but I still haven't been picked up by any larger sites.

So, I think starting in Jan, I'm going to go for Greenlight with Update 1.2.  In addition I think spending a little bit of money on advertising once I start the greenlight process is a wise decision.  Right now there aren't enough eyes on the project.  The feedback has been good and the game has been refined to get rid of a lot of the things that bugged players or stopped them from enjoying the game to it's fullest.

Update 1.2 should clear up the movement issue which was the last really big thing that I saw from feedback as well as a few other things I have planned.

It's been a slow road, but I'm not giving up.  I'll start work on my next project soon but I'll also be spending some time each week to continue marketing and getting info about SBX: Invasion out there.

I'll be out of town for the next couple weeks spending time with various families so I'll try to get back and write another post before the end of the year.

Cheers,

Jason Carter / WakeskaterX

Saturday, November 30, 2013

SBX: Invasion Update 1.1

Currently I'm working on an update for SBX: Invasion.  It's not a large update mind you, but just a small one with some polish work.


SBX: Invasion  Update 1.1 Notes:
  • Reworked Title and Level Select Screens.  Reduced the amount of fonts used to make it more cohesive and thematic.
  • Moved the Sell Building Key from 'S' to 'Q'.  People were having a lot of trouble with hitting the 'S' key while flying around, so 'S' now does nothing and 'Q' is used to sell buildings.  
  • Added mini graphics to buttons.  Some buttons will now have a small graphic in the corner specifying the hot key.  This is implemented for Upgrade and Sell buttons currently.
  • New sounds for selling and upgrading buildings.  I'm adding various sound effects to buildings when you upgrade them or sell them.  (No longer just explode).
  • Improving Options UI functionality - specifically with the slider bars.  I want to add in click on bar functionality to it so you don't have to click and drag the slider every time.
  • Increasing time between waves on Easy and Normal modes for Levels 1-6 and adding a Next Wave button in the last few seconds of each wave.  There wasn't enough time for newer players to rebuild and figure things out between waves, so on the early levels I increased the time between waves to give more time to explore the UI and rebuild after intense waves.  The Next Wave button will be there to speed the process up if the player gets bored.
  • Improve repair drone functionality -- Repair drones tend to get stuck with path finding and use a lot of resources, so what I'm planning to do is remove path finding all together and remove collision and let them fly 'over' the fortifications to repair them.  This will make them not get stuck as often and will use less resources (they have a really complicated system for locating buildings and then checking if there is a path to anywhere within 3 radii, etc, etc it was too complicated.)

So here are some screen shots of the old vs new title screen and level select so you have an idea of the new graphical polish that's being added:

Screen Shots:

Old Title Screen:

Old Level Select:



NEW Title Screen:

NEW Level Select:


As you can see it's not a MASSIVE change, but it does bring it together a little better and makes it feel a little more retro.

Also SBX: Invasion is 50% off on Indie Game Stand for CYBER MONDAY:  Woot Woot!


Cheers!

Friday, November 22, 2013

Submission to Indie MEGABOOTH

Well, I just submitted SBX: Invasion to Indie MEGABOOTH for PAX East.

Pretty stoked, we'll see if I get in, but I'll be attending regardless.  I haven't been to any PAX events so this is pretty exciting.

Also, you can get SBX: Invasion on Desura for 60% off!  Check it:


Desura Digital Distribution


That is all.

Cheers.

Tuesday, November 19, 2013

An Indie's Greatest Joy


  I've been meaning to update the blog and it's been a while since I've posted, and these past few days I kept starting off with a negative view on things.  It's been a rough first few weeks for the launch of SBX: Invasion and I was a bit down but I kept deleting the posts, I didn't want to write something negative.  I sat down and thought for a bit:  What motivates me to continue working as an indie developer?  Why do I love it?

  And as I thought and waited, I continued my efforts of marketing the game and I found what I'd been looking for.  It's not about the tons of sales, it's not about the giant press articles or getting your game noticed by the big wig websites.  It's about that one person who plays your game, and forms a connection with it.  About that person who plays it and experiences what it has to offer and laughs and has fun.

  I've been sending the game out to all sorts of places:  Big name Youtube let's players, Indie game review sites, etc, etc.  But the most enjoyable response so far was from a little no name Youtuber named Xelipher who has a meager audience.  Watching him enjoy the game and learn how it works and be challenged but succeed is one of the best feelings.  Forming that connection with a player through the game is the joy of being an indie for me.

Here are the two videos of him playing through the first few levels of SBX: Invasion:

First Let's Play:

Second Let's Play:


  I learned a lot watching him play through the levels as well.  I'd tested the game extensively, but most of my testers were found on reddit and I hadn't really seen their reactions as much and it was mostly contact through forms and e-mail.  

  Watching Xelipher play through, seeing what was difficult and seeing the things he didn't do that I would have done or would have expected the player to do was extremely rewarding.  And it's rewarding because it's genuine.

  Right now a lot of indies are worried about the "Indie Bubble" but really, you just have to be smart about it.  Being an indie is art.  It's passion.  It's love.  If the bubble pops or if the bubble stays, it really doesn't matter, it's about doing what you are passionate about, what you love.

  Even if SBX: Invasion never takes off, developing the game was worth it just to form a connection with a player.  I've enjoyed creating the game, and I'll still continue to market it, but for me, it was a success.  I'll move on with other projects and start the marketing process earlier and apply the things I've learned from this one as well.

  For me this is the greatest joy of being an indie.  What about you?  Why do you do it?   Why do you love it?



Friday, November 8, 2013

[SBX:I] New Video for SBX: Invasion along with a refocused Marketing Effort

SBX:Inv:

Well, I'm still very new to this, but launch week hasn't really been what I thought it would.  I wasn't expecting much, but so far I have one legitimate sale outside of friends and testers from the website.  So I'm refocusing my marketing efforts and working toward getting my site out there.

So, I made a new video, created a launch page for SBX: Invasion (which I didn't have before) and tried some non-boring subject lines in my e-mails.

You know that post about How to NOT market your indie game?  Yeah, even after reading that I still kept doing dumb shit on that list.

But stuff like this comes with experience, so I'll keep trudging onward and learning as I go.

Here's the new launch page:



It comes with a new, very short promo video.

I still suck at these videos but here it is:



It's just a short teaser but hopefully it grabs people's attention better than my last one.  Starting an indie studio is a slow, long process, but it's fun and I'm learning more now than I would in a boring job somewhere.

The learning is exciting and I'm enjoying myself, even if I let myself get a little bit stressed out from time to time.  Keeps the blood pumping ha!

Anyway, just a little update about Launch week, stay tuned I'll be working toward making this a successful indie studio, it might just take a while ;).

Cheers,

WakeskaterX
Jason C.

Thursday, October 31, 2013

[SBX:I] SBX:Invasion is available for download!

SBX:Inv:

SBX:Invasion is now released!  It's been a long wait (mostly for me) but the game is finally done and out and we'll see how it goes!

You can download the game at my website here and if you use discount code "INVASION" during the month of November you'll get 50% off.



You can also get the game at Fireflower Games and itch.io.

Finally release day is here and I'm excited to finally put my game out to the world!

Cheers!


Jason Carter

Thursday, October 24, 2013

[SBX:I] Release Date: November 1st, 2013

SBX:Inv:

Hey everyone!  The official release date for SBX:Invasion is now November 1st, 2013!  That's next Friday!  Exciting stuff.  The game is completely done and I'm just putting the finishing coats of polish on the game and touching things here and there up.

I went to Boston Post Mortem yesterday and handed out a bunch of fliers and met a ton of cool developers.  Finally I'll join the crowds of people who have finished a game and released it!

So on November 1st, Look for the game at the Website, at Desura, Fireflower Games and on IndieCity!
Note:  The IndieCity Release date may be later as they're still working on coming back up.  You can also get the game at itch.io as well.

And if you buy it off my website, use code "Invasion" for a 50% discount.

Cheers!

Jason

Monday, October 21, 2013

[SBX:I] Art Rework Complete!

SBX:Inv:

Well all the game art assets have been completely reworked and the game looks much, much nicer than a month ago.  It has been a long haul and there is still more work to be done, but the art part is done for now.

Which is good.

I enjoy art and I have learned so much over the past month about pixel art, but I would rather spend my time programming and designing levels than drawing pixels.  I look forward to the day I can hire a decent pixel artist full time.  We'll see how this project goes :)

So the final big thing was the Final Boss and the UI elements that went with him so here is a nice little image of the old and new boss sprites (They're big):




The new boss art looks great in game and fits well with the other new assets.

Still left to do before release:

-  Update art on Desura, Fireflower and IndieCity
-  New Promotional Video
-  Update the Game Guide that comes with the game
-  Update Website Art
-  Few Optimization coding things in the game I want to touch up before release.

Pretty short list now, I'm super stoked to finally release SBX:Invasion!

I'll be shooting for early November so subscribe to the blog if you haven't to stay updated and get special promotions.  I'll be posting up some discount codes here on the blog at some point so keep en eye out!

Cheers everyone,

Jason

Monday, October 14, 2013

[SBX:I] Screen shots: Before and After

SBX:Inv:


Here's a few screen shots of before and after the art rework.  I'm still working on some stuff but this shows a few examples of how the art has improved.

Title Screen:
Before
&
After




Level 1:



Custom Map Mode:



Level 5:



It's coming along nicely.  Still quite a bit left to do, there are a few more enemies and a couple bosses left to do which is probably going to take the longest time out of the rest of the stuff I have left.

The final boss is going to take a while; I want to make him really look good.

Anyway, just a quick post tonight before passing out.

Cheers!

~Jason



Friday, October 4, 2013

[SBX:I] Art update - Screenshots

SBX:Inv:

Just wanted to post an update on the art revision so far:

I've got a lot of it done and wanted to share the new title screen because it's pretty cool and gives a good idea of how much has been done already.

I've completed all the turrets, generators, ship, half the enemy art, the base, and a bunch of other things as well.  There is still a lot to do but it's looking very nice so far.

Here are some before and after screen shots:

Before Art Rework:


After Art Rework:





Let me know what you guys think!  I'll be doing a little more work on the asteroids (including the Magnium Asteroids) to give a little bit more variety and depth to it.

Cheers!

Jason / WakeskaterX

Monday, September 23, 2013

[SBX:I] Enemy Art Update

SBX:Inv:

Well lots of artwork has been reworked so far and implemented in the game.  Here is a sample of the first 3 enemy art reworks:


And here are some early pieces of art for Enemy D and E:


Old Vs New Enemy D:

Old vs New Enemy E:  (Boss 1)


We're redoing ALL the artwork so here is a sample of the new Title Screen as well:



We're plodding along but it's coming out very nicely.

Subscribe to the blog for the latest updates and I would say we'll be ready to publish around mid to late October!

Cheers,

Jason



Tuesday, September 17, 2013

[SBX:I] Artwork Update Teaser

SBX:Inv:

So the artwork is getting an overhaul.  I'm working with another pixel artist and here is a teaser of what is to come:

The old (reworked) player ship:


And the new ship, reworked by Cody Rigby the additional artist on the project:

It looks very nice in game and adds a lot of feel to the game.  We'll be reworking every art asset over the next month.

Stay tuned for more info!

Cheers,

WakeskaterX

Tuesday, September 3, 2013

[WSS] New website Logo and Forums are up and linked to the site.

Wakeskater Studio:

  I redid the main website graphic which was frankly ugly, and now is... well just slightly less ugly.

Here is the older header for the website:

And here is the new header:


Oh it's not the most fabulous header image in the world but it works for now.  At some point I'll probably redo the top image part, I like the buttons for now.

Also the forums are now up and linked to the blog and website!  
You can register at:  
  http://www.wakeskaterstudio.com/forum 
...so go sign up and introduce yourself!

Lots of little bug fixes and small things added to the game.  The last big thing is adding the last 3 songs to the custom map creator.  1 is already finished, but I'm just waiting on the last 2 before putting them all in.

That's it for now,

Cheers!

~Jason Carter / WakeskaterX~



Friday, August 30, 2013

[SBX:I] Ups and Downs - Getting ready to Release on Sept 13th

SBX:Inv:

  Been getting the game ready to ship on Sept 13th!  SBX:Invasion will be available to purchase from the website as well as at IndieCity.com and FireFlower Games.  I'm working on getting it up on Desura as well.

It's been a tough week of ups and downs, but things are going well and I'm excited for release.  This is my first game so it's tough sometimes to realize that it's not the best game out there.  It's fun, small and perhaps way too complicated but I've put a lot of heart and effort into making it and I'm proud of it.

I got turned down by GoG.com, which is understandable, I'm an unknown indie releasing my first game, and it's probably not as good as it could have been.  It was tough to hear, but I'm going to keep moving forward and try to find that niche market out there for the game.

Then I talked with FireFlower games and they agreed to host SBX:Invasion for 2.99 Eur at their site (about $4 USD, it's a little cheaper to buy from FireFlower so go there!)  [http://fireflowergames.com/]

I'm still trying to customize my forums, but the stylesheets for a style I downloaded are pretty complex so it's taking me a while to customize them and it's not the most important thing on my to do list.

I've certainly learned a lot from this project and will keep moving forward and growing as a designer and developer.  I'll probably do an official Post Mortem for the project a month or two after release, but for now I'm just getting everything set up.

The next couple weeks will be testing testing testing!

Cheers guys,


WakeskaterX


Monday, August 19, 2013

[SBX:I] Late Week 7 blog + New Ship Graphic

SBX:Invasion:

 Little late on my weekly blog post for last week but a bunch of new stuff has been done.

  First I put out a press release on Saturday but it didn't go TOO great.  Some things I probably should have done differently:


  • Not doing it on Saturday when a bunch of the people I sent it to aren't working
  • Make a better polished video, it was my first time making a promo video and it wasn't the most polished so it probably didn't grab people's attention enough.
  • Better explain some of the features of the game in the press release.
That said, I don't know if I'll get a better response over the next week, I'm hoping to get reviewed by at least a medium site, so that I can start to get known.

It's the beginning of a long journey to getting recognized as an up and coming indie dev.  

Anyway, I'm not discouraged, just pondering how it could have gone better.  I've read a lot about marketing but experience is the best teacher.

So about the game:  I've been working on the Custom Map Editor.  I've got the map creation finished.  And I've got the loading capability and editing capability added, all that's left is to actually make the maps from the map file and create the waves.  This will be the difficult part.  I have the data all there exactly how I want it but now I need to put it all into action and tune the wave creation process (that's the actual hard part).

Also, I just made a new player ship graphic.  The old one just didn't look ALL that great.  I'll probably be streamlining my graphics and updating some of the older stuff until the game is released.  I'm trying to rework graphics to keep them similar thematically (such as buttons, etc).  Or at least have thematic groups (to avoid monotony in graphics).


The new Ghost Mode looks a lot better than the old one and it fits a bit better with the enemy graphics.  The old ship model was too pastel compared to everything else.  I may rework some of the enemy graphics and turret graphics as well but they're less of a concern than the player ship.

The reason you have ghost mode (secret lore tidbit) is because you have Fuscian Powered tech on your ship.  There won't be any story secrets within THIS game, but part of the Fuscian back story (if you play SBX [Space Blaster X]) is that Fuscian energy was discovered and humans attempted to harness it's immense power by fusing it with various alien lifeforms.  But it got out of hand and Fuscian Parasites started taking over machines and other lifeforms.  Yadda yadda, you have to go save the galaxy, that's the first game.  SBX:Invasion is kind of a side story separate from the lore.

But anyway, that's why you have the Fuscian Tech on your ship.

This week I'll be trying to finish up the Map Creation from the save file and getting the game into it's final state where I just need to polish it up.  (Bug fixes galore, though I don't have any on my list atm, but I'm sure they're out there hiding.)

Also, I'll be going to the Boston Post Mortem Summer BBQ on Wednesday and I'll be taking part in LD48 # 27  (Ludum Dare Comp 27)  I'll be streaming my entire FIRST Ludum Dare Comp at twitch.tv/wakeskaterx

Also follow me at my new twitter:  @WakeStudio

I'll try to post sooner this week,

Cheers,

Jason Carter
aka WakeskaterX

Thursday, August 8, 2013

[SBX:I] Week 6: Vacation & Marketing

SBX:Inv:

  This week is a short one.  I'm leaving to visit my wife's family this weekend so there wasn't a whole lot on the game production side.

  Mostly I've been working on a Promotional Video for SBX:Invasion.

Here is an early version of the Promo Video:



Also I'm working on getting the game up on some Indie Game sites to prepare for release.  The next month and a half will be finishing the game, polishing it up and then getting it ready for release!

Exciting stuff!

Well, there will be more next week as it'll be a longer work week and I'll have started work on the Custom Map Creator, which is the only big thing left.

Cheers,

Jason aka
~WakeskaterX~