It turns out that nothing came out of the call for a collaboration. Five people replied, and showed interest. Two of those never got further than saying “I’m interested”, but then they never got the time to write an actual proposal and backed out. (I waited more than a month.) A third person sent me two ideas, one of which could be interesting, but when I asked that he put some more detail into his (very undeveloped) idea, I eventually got the reply that he too didn’t have any time. Continue reading
Now that the Special Edition of Frasse is done, I’m (finally!) getting ready to start on my next game. Two years ago I announced that my next game would be a sequel. I did some more design of that game after that announcement, but its design is still very loose. (I got sidetracked by the work on the SLUDGE engine, and then I started on the Special Edition.) Now might be a good time to start working on it properly. If I do that, my next game will be the sequel.
But my thoughts keep drifting back to the topic of a collaboration… I would like to do a collaboration project, and as I’m currently between projects I’ll throw the question out there: Do you want to design a game for me to make? Continue reading
Yes! It’s done. Frasse and the Peas of Kejick – Special Edition is now available for download.
The new version of the game runs on Mac OS X as well as Windows (and even Linux, but then you’ll have to get the game engine separately). It also has added voices, improved music and some improved graphics. It still isn’t perfect, but it’s good enough for me to be proud of what I’ve made, and now I can move on to make my next game. (Unless someone finds any bugs in this one.)
Enjoy, and please let me know what you think of it!
As I stated a public deadline earlier, which has long since passed, I suppose a progress update is in order. In case anyone reading this is wondering what’s going on with my game.
I’m still working on the Special Edition of Frasse and the Peas of Kejick. The main reason that I failed to meet the deadline I’d given myself was that I hadn’t received all the voice recordings from other people (I’m still waiting on two persons), but that wasn’t the only reason. When I realised that it would be impossible to finish the game on schedule, I didn’t push that hard to finish the things I could have finished either. And now that I’m waiting I’ve also started to go through all the background graphics, updating them to take advantage of the unlimited colour palette in the new version of the engine, and touching them up a bit where I find things that I can improve.
I’m now really looking forward to when I’ll finally be able to wrap up the game and finally call it done. (This has gone on a lot longer than I originally planned.) I can’t make a new estimation of a release date today. As soon as I have the parts created by others that I need to finish, I’ll put it together as quickly as I can, but until then I’ll keep making small updates all over the game. I just hope the end will come soon, so that I’ll be able to move on.
The special edition of Frasse is coming along nicely, and I may still be able to meet my deadline of releasing it before the end of this week. (But it’s also possible that I won’t – there’s still a lot to be done.)
Today I’ve spent some time on a piece of music from Frasse. This time it’s a piece from the last part of the game, so if you’re afraid of minor spoilers, read no further. Continue reading
.I don’t recall what started it, but today I got thinking on the topic of collaboration in game making. Although I’ve made some attempts at it, the two complete games I’ve made so far have been solo efforts. (I’m not forgetting all the people that made my games possible: Tool programmers, beta testers, voice actors and so on. I’m very grateful for what they’ve done. I couldn’t have done it without them, but I still count both Frasse and Rocket Duel as solo projects.)
My first attempt (in 2002) at making a game with the SLUDGE adventure game engine was a collaboration. Continue reading
In case you’re wondering what’s up, here’s a quick update.
I got a lot done on the SLUDGE adventure game engine during the summer. (If you’re interested in knowing more about that, and maybe trying it out, you should head on over to the Adventure Developers forum. That’s where the SLUDGE action is.)
Now my SLUDGE-making speed has slowed down a bit, for two reasons. One is that the vacation is over, and my paid work naturally has priority over this stuff. The other is that I’ve been spending a little time [i]using[/i] the SLUDGE development kit, making Frasse and the Peas of Kejick: Special Edition. No estimated release date for that yet, but I’m hoping to get it done this side of Christmas.
If you’re reading this, then you probably already know that I’m working on the adventure game engine called SLUDGE, and have been doing so for a while. But now I’ve become an official SLUDGE developer, and even a project leader. If you are (or may become, or have been) a SLUDGE user, you should head on over to Adventure Developers, where I’ve started a discussion about the future of the engine. I’m interested to hear your opinion.
It’s time for another status update.
Since my last progress update, I’ve been busy. First with work: End of the semester and such. Not much time for anything else. After that, I went to the south of Sweden for a week to play and learn more about Jazz and World Music. (Yes, that’s me in the picture with a cornet in hand, trying some livelooping.) Great fun, and inspiring. (Some sound clips from the course are also available at the site I linked to, in case you’re curious. It’s me trying an improvised cornet solo in the middle of the Arabian 7/8, and playing the bassoon in the Tango.)
But now I onec again have time for a bit of programming, and am making progress. Continue reading