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’ve previously mentioned that I’m working on a Special Edition of my adventure game Frasse and the Peas of Kejick to celebrate that it’s becoming playable on Mac OS X, but I have not talked much about what the update will contain.
.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.
I was happy to find that “JD” has reviewed Frasse and the Peas of Kejick on his blog, where he reviews a lot of freeware adventure games (check it out). He mostly liked it, and I agree him where he mentions things he didn’t like so much.
Thanks, JD, for taking the time to write reviews! (And I’m not saying this because he liked my game. If anyone who doesn’t like my game would like to review it, I’d be equally grateful. I’d probably learn more from that review.)
I’ve only done minor things with Sludge this week. (Done some small fixes, and changed how resolution is handled.) The rest of the remaining work will have to wait until I have the books I mentioned in my previous post.
Instead I have spent some time with Frasse. The original game, and not the sequel. When I release it for the Mac, it will be an updated game, and the area where I really want to update things in in the sound department. I want to use real instruments in the music. Here’s an example: The original version, and the updated one with a live trombone. The new version is far from perfect (I need to practice recording myself) and I’ll probably return to it again before the game is re-released, but I hope you’ll agree it’s an improvement anyway. I plan to do this all over the place, and also add other sounds.
…or maybe a “lack-of-progress” update. Since my last comment on my last post, I haven’t done anything with either Frasse or Sludge. Time, you know, and so on. I wrote in my last update that expected to get some things done in the week before Easter. True, I have had time to program, and I have gotten things done, but those things have been in another area: I have a brother who is a farmer, and I have helped him with his site where he sells sheep fells. (The site is in Swedish only.)
But you can rest assured that I will return to both Sludge and Frasse. Neither is abandoned. Maybe I’ll get some things done tomorrow…
I’ve been working on the engine that powers (among other great games) Frasse and the Peas of Kejick (and will power its sequel). Tim Furnish, who made the engine, opened up its source code almost a year ago (how time flies!) and I immediately downloaded it and started looking at it with the intent of porting it to Mac OS X. As you might imagine, that’s not a completely straightforward process. It took me a while simply to get it to compile and run in Windows (using another compiler than the one Tim used).