Friday, May 13, 2016

The Goodies - featureset #gamedev

I love calling them the Goodies. After a very British comedy program from the 70s that I watched incessantly back then.

Today though these Goodies refer not to a comedy trio, but to a Trio of features added into the game. Interestingly or coincidentally it has taken me 3 weeks to implement.

The Trio are:
  1. Companions. Little friends to keep you company on your adventures.
  2. Wearables. Items you can wear, such as a new Fluffy tail, or a Halo because you are so good.
  3. Effects. There are a selection of different effects and effect attach points on your player Rabbit. So you can customize which Effect goes where. Fun little items.

The Goodies are selected through the in game menu. Selecting them brings up the sub Menu for you to choose what kind of Goodie you want to work with.
As you can see, this is the Wearables sub menu. Here you can select which items you would like to wear and in which slot on your player Rabbit.
Finally we have the player Rabbit. Your character ALL decked out in every slot, and being accompanied by your own Worker Bee companion.

We are very hopeful that players will appreciate the large amount of work put into this area of the game. It is not an essential part of playing the game, but customizing your character is always a fun thing to do. This will also double as rewards if and when we go and KickStart this game. I also think this simply adds value to Very Bunny Haha

Have a good night,
Da Voodoochief

Wednesday, May 11, 2016

Steam Greenlight and Failure

This is a fantastic read in my humble opinion. Although I think he I a bit down on his own project I feel this is the way a normal Indie dev goes about their business.

How I failed at Steam by James Buckle

Some people I know and have known are insanely positive about their products, and what amazes me is that a LOT of those products are trash. Poorly designed, poorly implemented and these people are just so happy to be publishing a game. I am not one of those hyper positive people with my game. Instead I feel like I have a critical and sometimes even impartial eye towards what I can do, what the game can do and time... always time....

So reading James article was really cool as I could see myself writing it a while back. Ok, perhaps 20 years ago (I have been making games a looong time!). Here I am at 50 and yet I started making games at 15.. wow how the time has flown.

Oh right back to the main point here. I need to work on marketing my game, my blog my whatever now. Or that is what people keep suggesting. However I need to get it done. How can I do both?

I am thinking about blogging more about features added into the game, though that kind of thing will be slow.

For instance I have spent the last 2 weeks working on the menu's and structure to allow us to have Goodies, which include clothes and effects and companions attached to the main player Rabbit. so IF I blog about features added I would still have to wait a few days as I am not quite done debugging this area yet.

What to do about getting a following...  Still working on it, any ideas would be welcome, and yes, I read stuff on this area most days of the week, but nothing concrete it feels like that I can run with.

Da Voodoochief