What happened?

Hello everybody,

I must admit that it’s my fault that there has been no activity on the forums or on the site. So much has happened since my last post, and I’ll try to capture it all in this one.

First of all, Nesus was put onto Steam Greenlight. It’s not doing to well at all, and the outcome of the Greenlight is the opposite of what I was anticipating. My first Steam Greenlight project was a learning experience, and now I’m more prepared for future game releases. I’m planning on putting Crevis onto Steam Greenlight before summer ends, and hopefully it will do better than Nesus.

After the first few days of Nesus’s Greenlight, I decided to take a break from game development because it was so heartbreaking to see the Greenlight filled to the brim with “no” votes and negative responses – people didn’t really like the idea of the game.

I’m going to start focusing more on Crevis now, as it’s the game that started all of this.

Until next time folks!

Crevis 2.0

Hello everyone!

It’s been so long since I’ve posted on this website, and for that I’m sorry! Not much I can say, anyway. Today, I came back to Crevis for the first time in a few months, and I realized something…

There’s no way we can get this game up to Steam’s standards anytime soon.

I thought a little bit about my options and what I can do about the situation… in my mind I laid out the many issues with the current build of Crevis.

  • Development is way too slow
  • Little to no control over caves and biomes
  • Full of glitches and bugs in the inventory
  • Extremely laggy when generating more terrain in a world that’s supposed to be infinite
  • The story is 0% complete

So, I thought to myself…

What if I created maps for every playthrough? What if I made the game based more on the story?

I came up with the idea of:

  • Handmade map(s)/universes
  • An entirely separate world for underground exploration
  • Softening the pixelated graphics
  • Redoing the character movement
  • Heavily basing the game off of the story

Thus, the idea of Crevis 2.0 was born! 

Let me know what you think in the comments about this new “Crevis 2.0” (snapshots tomorrow!)

Until next time!

(P.S. Some sprites will come from Nesus!)\

Trailer and GoFundMe!

Hello everyone!

I have been very busy recently with Nesus, and there’s finally a trailer! Woo-hoo! I feel that it’s time to try and get the game on Steam, but before we do that, we need to get our game Greenlit. If you don’t know what Steam Greenlight is, it is the process used to get games onto Steam – a certain amount of votes must be acquired to get the game onto Steam. To get into Greenlight, it requires a $100 entry fee. I don’t have this kind of money, unfortunately, so I started a GoFundMe page that allows people to donate! I’m not expecting to get very many donations, unfortunately, but if I want to get the game on Steam I need to try somehow.

Here’s the link to the GoFundMe:

https://www.gofundme.com/2cnr8q4

And here’s the trailer!

Until next time!

I’m back

Hello everyone,

It’s been a while since my last post. I’ve used these months to take a breather – to be refreshed. It has been very stressful in school during these last few months, and I am ready to return to the games that I have promised to release… and these are not promises that I will break. I will work on Nesus 1-2 hours every day, and it should be ready in early October for release.

Crevis is paused at the moment, as I am focusing on Nesus.

I’m sorry for the long stretch of silence… let’s hope that we can have a good end to this development year.

Until next time!

Wrapping up the 1st area

Hello everyone,

We have about 16 levels currently, and, after doing 4 more, we’re going to move onto the next world. Awesome, right? We’re finally on-schedule! We’re going to give 1 month for each area, and, as there are 3 areas, it’ll take about 3 months – finishing the final area in May, and constructing bosses in June.

We’ve also started to work on the trailer for the game, and, after the trailer is complete, we can start looking toward Steam Greenlight and Kickstarter! I would really love to have the game on as many platforms as possible, so we’re going to try and raise $800. Looking at other games’ Kickstarters, it’s quite a low stretch goal – I haven’t needed money until now.

Until next time!

Levels, levels, and more levels!

Hello everyone,

Today is March 14th, 2016… Pi Day! Except… 3/14/16… eh, whatever. Anyway, I’m deeply sorry for the lack of posts recently, just haven’t gotten around to making them. School life has become increasingly work-filled, and, unfortunately, this is clashing with my development schedule. That doesn’t mean I haven’t gotten anything done, though – because I have! And quite a lot, too.

So, over the past week or so, I’ve created a few levels – not, however, finished levels. With my busy schedule I only have time to quickly sketch the idea in the game editor – which takes a total of about 10-20 minutes to do (yes, making levels is that time consuming). Later on I’ll refine the levels and design them completely.

My goal is to completely finish the green area of the game by the end of March – 25 levels or more, plus a boss. All by the end of March. I have about 2 weeks to get it done, so I’m going to try my hardest (not saying I’m not trying my hardest now, but not saying I am either).

I have to admit, though, some of the level concepts I’ve made are pretty challenging… hopefully you guys are up to the challenge.

Until next time!

Cinematic Levels

Hello everyone,

Shortly after making the announcement about cinematic levels I got to work on the very first cinematic level… a garden of sorts. I spent a while imagining some new sprites and putting them down on the grid, and here’s part of the level:

I don’t want to show too much; conveniently, the vision sphere blocks everything else out.

That’s all for now, folks!

A change of mechanics

Hello everyone,

In the past few weeks, a question has been rolling around in my head for quite a while, and I believe I addressed it in a previous blog post called ‘January 16th – Decisions, decisions’.

“Today I have been doing even more level work, but am at an unexpected dilemma… I don’t know where I want to take my game. I don’t know what direction to go. I don’t know if I want this to be a platformer or if I want this to be a story game.”

I’ve decided to keep the platformer-like elements in my game, as well as 2 new types of levels.

Cinematic Levels

Cinematic levels are levels that show the grandeur and mystique of the environment, from huge statues to abandoned ivy-covered laboratories.

Arena Levels

Arena levels are levels with next to no platformer-like elements. These levels are central around combat, where you face enemy after enemy to get to the exit.

Metroidvania

I’ve also decided to add elements of the metroidvania genre to my game. In the game, you will be able to go back to previous areas to unlock doors with keys that you have gotten from later levels, etc. 

These additions should skew the game’s genre away from just a platformer and into many others. Hopefully this game can become something unique and something that people can enjoy.

That’s it for today, folks!

Things to expect in 1.04

Hello everybody! The release of 1.04 is nearing and so is the end of the Winter Contest! I’ll be judging entries on the 27th so be wary! Anyway, switching gears back onto 1.04, things that you can expect in this nearby update are:

Features:

  • 16 shades of wool
  • Texture packs
  • New saving system
  • Titlescreen

Fixes:

  • Non-background glass blocks will now be solid
  • Pressing ‘Q’ on ores will now drop the item instead of placing the block
  • Alt+tab will now not crash your game
  • Stairs will now work for every kind of stairs
  • The delay in breaking nimrock and stone is now gone
  • Stairs will no longer shift to the right when spamming ‘F’ on them

That’s it for this blog post.

Until next time!

New save file format in production

Hello humans and stegosauruses!

Currently I’m working on a replacement save file format for Crevis: Build Snapshot. The problem with the current save files is that even when making the slightest change to the game, old files are not compatible with the updated version, which is very discouraging to those who spend hours making something, only for that thing to be removed just to fix a bug.

I know that it’s frustrating, and it will be fixed! Here’s how the new format works:

The new format creates SEVERAL files, in fact, for the world saves. Each world save will have its own folder. When downloading a world you will need to add the world folder to the For example, if I wanted to download one of Tom’s worlds that was named ‘Tom’s New World’, I would first need to get the folder from him and drop it in the worlds directory. After that, things should be set! Just type in the world name when it prompts you for it.

Until next time!