Nearly 10 Years of Development

I’m a real buff when it comes to dates. Calendar dates that is! ; D
Sorry ladies!

Anyhoo, September 7th,  marks 10 years since I officially started developing the games.  Obviously I have to do something special for that day but really there’s an entire cluster of dates. On October 18th, 2004, I made the abomination known as Night of the Thylacine available to the public, and shortly after on December 22nd, I released Antic Estate (formerly known as Anti effect). I’ll note, it was absolutely unintentional that Tale of the Night released on XBLIG December 21st in 2009. I seem to like releasing things in December, but I digress….

I won’t harp on this too much, seeing as I need to focus on the new blood, but I will be giving an extra effort to post things, especially on September 7th.

To kick things off here a small post I made on my OLD website.
A lunatic in the making really. : )

September 17th, 2004

Hello again! Today I shall inform everyone (as in no one, I mean who really looks here, I must be a really sad person) that I might have to drop the demo script. It’s a bit more complex than my little SDL brain can comprehend! In short, if things don’t start looking good, I’m going to write a new script with things I can actually pull off.

Aside from the possibly bad news, there’s good news! I didn’t have to start over after all, and everything’s going pretty swell. Yup pretty swell, but I still may have to dance with the drawing board once more (although I like that part ). More stuff as soon as I’m bored enough to come post here again.

I love the creative process. Don’t you?

Ah some people never change.



The Key Separating Axis for Swept Sphere on Polytope

I use a lot of math code from internet sources, and I mean A LOT OF MATH CODE. I sometimes forget how normalizing a vector even works. The important thing, to me anyway, is I know what the code is supposed to do.

Anyway, I decided to give back a little, and I do mean a little because I’m not going into detail with this!

I’m finally going to posting a collision plan I actually came up with myself for a change.
(not that it’s all that hard to figure out on your own ; D)

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Misconception about drag and friction

Disclaimer: I am not a math expert!! You’ve been warned.

Ahem, I’m about to get a little mathy here so and this would probably bore most people to tears but like all things I because I had so much trouble with it I felt the need to share. It’s therapeutic really.

Friction!! You know that thing that slows down? Turns out if you go digging for answers you get a lot of conflicting results!

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The Adventures of Physics Fox

I’m back on track and the project’s coming along once more. In fact I’ve been strangely able to switch up between creative and technical work seamlessly as of late (not something I’ve ever been good at).

Anyhoo, I’ve been playing with physics. In attempt to get kinetic objects up and running in a better way I ended up learning a few new physics tricks. One thing led to another and I decided that for this project I’m going to attempt to build this game using earth physics! If there was ever a point where I thought trying to apply more realism could hinder me this is definitely the point.  Earth physics are surprisingly floatier than expected. I thought I was programming something wrong until I looked at a few trampoline and high dive videos. I guess I was using small objects (which only appear to fall faster) too much for a frame of reference.

If I can’t make it work I don’t really mind switching back over to faux physics but I think I’ll be able to pull it off. This should result in the characters and animations will have more weight to them giving the platforming a more believable feel.

Design Design and more Design

One of my prerequisites before moving on to the next stage of the project was to build the perfect box model, not some temporary box model, but a finalized one that really set the stage before moving on to the final final model (yeah… I know how it sounds).

Naturally as with anything that must be finalized, my perfectionist tendencies kicked in and I ate through a lot of my time. But I TRULY think I’m getting close to the final final design.  My main problem now is I’m having trouble coming up with a character construction routine but I think the box model should fix that.

I’ve seriously put a lot of work into this, and if I haven’t said it before I’ll say it again, art is hard work!  Here’s a list of things I did..

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Kitasia in the Future

It’s at this time of the year where I usually make some E3 rant. But I’m going to skip the ranting this year….

Okay no I’m not, here’s a few quick notes.

Xbox One and Playstation 4 feel like  version 1.5… come on shake things up. Microsoft really needs to add a dash more variety  although they seemed to have taken a hint in regard to their E3 presentation and Sony still seems incapable of taking things in a new direction of their own, the “wait and see” of the three.

Nintendo seems to be gaining some steam, no complaints. But I’m a bit skeptical on these figurine things, as they don’t provide any actual functionality. They’re just memory cards shaped like figurines, essentially making them character shaped memory cards. It feels a bit artificial. I can’t see Nintendo holding on to that idea, but we’ll see.

But enough about what the other guys are doing, what am I doing!!! (nobody asked)

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Wiley Workflow

Seems my posting dates are  stretching quite a bit! I haven’t had much to talk about lately with the game but I do have some development news.

Recently I started developing the game using something I call the “filler system”. Essentially the goal is to create a completely playable game that’s stripped of most of the content. This means focusing on basic menus, dying, checkpoints, music, ya know all the boring stuff. And after creating this extremely simplistic game, I just add in content as I please. The game will feel incomplete but technically it will always be finished. I think this strategy is gold for people who enjoy improving things instead of building on to them.  Building on without a framework made me feel as though the project was endless. The things I still needed to do loomed over my head and It always felt like I needed to move faster or take short cuts.

But it hasn’t all ones and zeroes,  Here’s a test character design for Wiley.

Wiley2014I’m still playing around with things but I very much like the direction this is going. You’ve probably noticed this looks quite different from the March Felix Art. Well the March Art didn’t pan out well when working in 3D or Wiley.  From that point I decided to focus on Wiley more instead of Felix and see if I could strike a balance with other characters. So far so good.

The next image I post could be of a 3D model or another image of the first stage. Can’t say for sure right now.

So how far along is the game? Well believe it or not, I’m still not quite were I was when I released that puzzle demo video, but if I needed to remake the puzzle demo, I could probably redo it within a week. It’s getting the basics down that takes the most work.



When I noticed today’s date I decided I had to post something (for no logical reason)! But whatever could I post….

How about a list of returning features from previous games!
Speaking of previous games I’ll note that I’ll probably be taking them all down in the near future.

I’m sure I’ve talked about some of these before but consider it a confirmation that I’m staying the course.

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Marching Along

March…. not a very good month. Got a little sick, then got lazy, then got interested into some other stuff. There’s always a fallout whenever I adhere to a schedule.  I’m just going to embrace my laziness. I may not get what I want done but it’s better than nothing. But enough about my unproductiveness, I’m sure I sound like a broken record.

On the upside, since “going lazy”,  I’ve had the patience to plan out some of my more stressful assignments, (I’ve been avoiding it for nearly a month, I’ll likely start tomorrow) and I think I’ve REALLY gotten the gist of increasing the sound quality of my music.  I can usually tell if something’s good if I can wake up the next day and feel just as good about it. I’ve also poked around with weird stuff I never think of doing, like figuring out the layout of Wiley’s house.

What’s in store for April? I don’t know!! The current idea is to lightly work on the game across all areas and then improve where I need to later on, instead of trying to fully implement individual parts that later end up needing to be reworked.

I haven’t posted anything interesting in a while and I don’t know when’s the next time I will SOooo… here’s some concept art of your first boss.

Yes, it’s a tree. That’s all I’m going to say.  ; D
It’s not an April fools joke!