This month has definitely kept us busy with all of the projects we’ve been tackling. We’ve made some solid progress on the game and we’re getting started on some new marketing efforts (and having a lot of fun, too). So, let’s get to it, shall we?
With Playthrough Gaming Convention in Raleigh on the horizon, we’ve been hard at work building new levels and making some changes to things – we’ll be very interested to hear what y’all think!
So it may be a tad late for a January update, but I think we’re still in acceptable range! Adventures of Chris is coming along. Progress on the Japan level continues, along with backgrounds for the final two levels. MAGFest in Washington, DC was awesome – we watched a lot of people play the game, and made […]
With Chile pretty much in the can, we’ve been making progress on Japan – the idea here is to build a level that’s a little more stealth-oriented. Crawling with ninja cats, Keito Dama Castle must be traversed slowly and carefully lest you’re seen and mercilessly speared with ninja stars…
Progress continues to be made on Adventures of Chris! The game is still on track to be finished by mid-2019. Here’s what’s been happening: Steam, Facebook, and YouTube We finally setup our “Coming Soon” page on Steam! So now you can head over and wishlist or follow us: (https://store.steampowered.com/app/341170) We also setup a Facebook page, so if you […]
What a great weekend! Kyle (lead artist/animator) and I took Adventures of Chris to a game convention called Play NYC, and it was a lot of fun. We got a lot of good feedback on the game, and people seemed to really enjoy it! It was my very first time exhibiting at a game convention, and it […]
Work on The Adventures of Chris continues! Currently, I have a working demo containing: The complete introductory sequence The Kingdom of Lost Balloons Mexico (Jungle/Mayan Temple) Malaysia (Stilt Village) Transylvania (Count Junior’s Castle) Los Angeles (Freeway/Refinery) Siberia is next on the agenda – and we’re already a ways toward completing the artwork! I’m especially looking forward to […]
When converting the game to HD, one of my initial decisions was to go ahead and port the whole thing to Unity. I love Flash (the former game engine), but it felt like it was on the way out – if not already out. Unity had better support, a larger community, and most importantly, made […]