4.30.2015

Post EAE-Day, Publishing Next

So our final EAE day just happened and we showed very well (as is expected by this point).  Our build was actually weeks old, partly because that's what we've shown to the world as our free demo, and partly because the project has been set aside by mostly everyone to worry more about finals and other projects to end the semester.

It was interesting to see what industry professionals thought about the game, and for the most part they all were sucked in and played for quite a long time, asking questions, being engaged, etc.  It was also interesting to hear that some people at these companies had been talking about the game, which I discovered as I asked a few people if they wanted to hear about it.  The fact that people are talking about it and it's getting some respect around the community is cool.  It makes me wonder how else people are talking about the game outside of Utah.

As far as progress on the game goes, we are close to the same position as we were a couple weeks ago, with the demo levels done and whatnot, but some minor changes have happened.  We are currently working on adding a bunch of new levels, converting them to our new hard mode (HotCore mode).  We need to introduce a couple of new art assets, fix a couple of things, but from this point forward the entirety of our work to finish the project off will be deploying on any new hardware we might be receiving, adding levels, and maybe trying to run the project in Unity 5 in hopes of improving performance and giving us a good avenue to deploy on other hardware.

I'm a little bit worried about people being satisfied considering most of us are graduating, there's only a few more days left of school, and we have performed so well in the class.  I'm hoping that the remainder of the work doesn't break down to me and a couple other people doing the rest of it over the summer, but we have already anticipated this and I think it will be pretty minimal.

We should hear back from E3 and our release platforms in the next week or two, so as soon as we know what is happening with that, we will talk about it on our social media, and on this blog :)

4.20.2015

Steam Greenlight! A lot of other stuff!

It has been a little while since I provided an update.  A lot has happened, so I will be as brief as possible.

The first and most exciting thing is that the University is sending our game to the student design contest at E3!  If we are one of the finalists, we will be showing on the convention floor and it will be great exposure for both us and the game.  In the past the school has only considered grad-level games, but they made an exception for ours and decided to send ours this year!  We are doing pretty well, to say the least.

As far as publishing goes, we are on track for releasing on major consoles, and we are going for Steam Greenlight approval.  We have a page up that is dedicated to getting us approved and on the store as soon as possible.  Please vote for us!

http://steamcommunity.com/sharedfiles/filedetails/?id=427787428

As far as production is concerned, we have released our game's free content that will be available forever for free on our website and on Desura.  It can be downloaded for free from our website:

http://www.melterman.com

Right now in the development process, a big majority of the content is in the game, virtually all bugs are fixed (relatively speaking), and we are focusing most of our attention and time on making levels and content for the game.  We are hoping for at least 40 levels in the game, but we will see how many we can get before it is time to release.

The only things we have left to do are adding a few sounds, improving the UI artwork, adding a closing scene to the game (probably something simple like an image to explain what happened), and polishing up a few art assets.  Other than that, the game is ready to go once we solidify the content that will be contained when we publish for real!

Exciting times are ahead, and finally all of our work is adding up into a product that people can buy, enjoy, and tell their friends about.  We're officially moving from a student project to a real game, and it's all been a boatload of fun!


3.23.2015

Spring Break Update

Before leaving for Spring Break we decided that we need more motion in our game to fit with the factory theme, and to make the levels more interesting to look at.  This also came with many other art critiques that we were kind of neglecting, so expect the next little while to change the look of the game quite a bit.

I have been working quite a bit over Spring Break to iron out some things that were going on with our game, as well as making sure we were okay to introduce a couple of new elements.

Namely, we had been relying on a very hacky and kinda busted character controller for the entirety of the project.  The character only felt decent because we kind of got lucky and just used a trial-and-error method of making things work.  I spent a lot of time stripping the character controller and re-writing it to fit with what we want to do in our game.

This also made it possible for me to be able to control the character's movement without specific inputs, so an object like a conveyor belt can exist in the game.

I also added a lot of new sounds, fixed a bunch of bugs and overall gave some QoL and expansion upgrades to our code base.  As of the end of this sprint, all of the things we want in the game will be implemented, except for very minor art-based things, and some sounds.  After this it will be nothing but refining artwork, making levels and producing a finished product.