Did you think 2017 was over. Not by a long shot folks. I've had PSX in my sights since the it's incarnation 4 years ago. Now it's a reality. See you in December Anahiem!!!
Over on the Discord for ADHD's Steam Early Access I posted a challenge. First person to break the leaderboards gets an achievement named after them. That challenge was accepted, and in due time destroyed.
So the thing is the first time I realized this was an issue was back at PAX South 2016. This dude Jeremy broke the leaderboards by taking advantage of the Kite Bonus in Tear 2 in combination with the Danger Sensor which slows down time. As you guys know I'm not a programmer by trade, or by any facet of recognition in that field, so what happened next was awesome. Everyone around him started to notice his score was going into the negative. This can happen if you shoot something you're not supposed to, however the score was dropping and raising at super high amounts. School can teach you something kids (depending on what you go for). Turns out that a signed 32-bit integer will not hold a value of more than 2,147,483,647. For anyone skilled in programming that is instatnly apparent. for someone like my dumbass nope.
I never knew that. Steam's leaderboards and I'm sure almost all others only allow you to "push" an int, so now I need to figure out how to do this. Over the last couple of months I've had plenty of friends reach out and try to come up with some "solution" but I haven't had the time to really look into them. Also I wanted to see how quickly someone could actually reach that high of a score once the game was out in the open. This is what Steam Early Access is all about. At the same time I need to work on some memory leak / resource management issues that have come up. Which also has become an issue now that players are actually playing to the level of Tear 3. I fucking love this and appreciate every fucking waking second of every day that people have been willing to play the game to this extent and doing what they do. You all know who you are.
Blaze has earned an Achievement, now LTHummus. Who's next? Stop by the Discord and find out Maybe it's YOU!! :)
Now I have to get back to work on this stuff. Thank you all so much. Never hesitate to ask a question.
"All the records past yesterday, don't mean much to me, I'll play around with the suspense until my tomorrow ends"
After the the 24 hour livestream ended I contemplated immediately posting an update, but instead listened to my girlfriend’s advice and went straight to bed. Next thing I knew it was 10am the following day. First thing I did was make us breakfast. Some of the best cornbread waffles and eggs I’d made in a long while. I immediately got back to work, much to the chagrin of my extremely supportive lady friend. She requested, maybe pleaded, that I take the day off. I sorta did, but I never really can.
I started to look back on what I’d learned from the process. One word, tons. However, one thing stood out over all. Email after email, event after event, no amount of video or spectating can do this game justice. People need to get their hands on the game to really understand it and have it sink it’s teeth into you, then have those people tell other people and allow them access to the game as well. If that access is not available the energy and the chain dies there. This doesn’t mean I believe the game to have some type of viral appeal, that would be idiotic. There were plenty of signs that pointed to this, but primary among them was SAAM Arcade, and the Nintendo Switch announcement. Just like the PS4 announcement early last year the trolls came out in droves talking their shit without ever having played the game, and as expected they weren’t counting on my dumbass coming in to set the record straight. The difference this time was that there were people in the comments who were actually coming out in it’s “defense.” Floored is an understatement.
So here’s the thing. I’ve always said I hate asking for money without giving something in return. Plenty of you have reached out and offered, some even way before this Kickstarter had even started <3<3<3, to give money or show some form of support for the game. I simply cannot express my gratitude to you guys enough. Seriously.
I’ve had my reservations about this in the past, but I felt the same way about Kickstarter and here we are. I’m going to put the game into Early Access on Steam. You guys now have the choice of deciding whether or not to support the game directly. For those of you who would like the opportunity to “offer more support” it will be up on itch.io as well with a Steam Key included. I will not expect it, nor in any way demand it of you. You guys know who you are and regardless of your choice it will not in any way change my opinion of you. You guys have earned a super special place in my heart without any ounce of doubt.
When I was kid I could have never imagined I’d be releasing a game on a major console, let alone three. Let’s face it anyone can release a game on Steam, and I don’t mean that condescendingly in any way shape or form, it’s just that I personally see consoles as the ultimate form of “you made it.” Think about it as releasing an album on iTunes over putting the work into touring your ass off to make it sell millions and appearing on Conan, or SNL back when watching bands on SNL was worth it :D
Since the PC version of the game is currently the most complete, it’s also in a way the most daunting. It’s the most open of the platforms; meaning tons of different combinations of CPUs, GPUs, memory, and of course OS’s, that it could actually benefit from Early Access. I don’t have to hire a third party company to do the testing we can do that together. I can test multiple setups of macOS, and yes even SteamOS. I know you all are out there. You're the ones who asked! So yes you guys will be helping me get the game ready for consoles. Again it’s your choice. I also don’t want to promise much in the way of new “features” or things of that nature, but who knows. The awesome thing is we’ll be on this venture together. Hell, if all you want to do is play the game that works also.
First on the agenda is getting these damn leaderboards where they need to be so who’s with me?
I’m currently doing this work in the background and getting this all set up with Valve. I’m hoping to announce this at PAX West 2017 since, you know, IndieMEGABOOTH and all. Obstacles are there to test your patience and the value of the objective to you and you alone. As I’ve always said I’m not here to spend time on those who doubt what I can do, I’m here for those who respect what I’ve actually done. 83 backers....
Thanks to the fine folks at The MIX I'll be showing A Duel Hand Disaster: Trackher at EVO this year. This is going to be one for the books for a variety of reasons.
Here's one of them. I'll be making an announcement next week that I would love for you guys to be a part of. Why? Because you guys are a huge part of this game. All I'm asking for from you is a 20 second video clip of you doing the following:
- State your name (and what you do if you like, ie writer, game dev, etc)
- The event you played ADHD at
- what you thought of it
- Submit by July 7th at midnight
Be sincere, be creative, and be yourself. You'll find out in due time.
Outside of of that let's "kick" this thing into gear.
Send it to me through the contact link
I'll be showing A Duel Hand Disaster: Trackher at E3 2017 (June 13-15) courtesy of the fine folks at the IndieMEGABOOTH. You can make your appointments now by contacting me directly if you'd like.
I'll also be live on the E3 livestream at Twitch.tv/DevolverDigital hosted by the fine gents at XSplit. It's gonna be one hell of an E3.
On panel submissions, event submissions and the rest of yo face. New game over screen WIP. You didn't really think I'd release the game with the shit hole of a game over screen that was there did you? It was all place holder man. Place. Holder. Or Holdher if you wanna keep the theme going.
Busy times. I was denied Stugan 2017, but nothing has denied me my release year target of 2017. I'll stop at nothing to meet that. You hear that 2017!!!! I'm coming for you and you better be ready.
I'll be showing A Duel Hand Disaster: Trackher in New York City on Saturday, June 25th 2017. If you happen to be in the area or even you aren't (aint no one stoppin ya!) you can pick up tickets at Eventbrite (https://www.eventbrite.com/e/2017-game-devs-of-color-expo-tickets-31086216711?utm_campaign=even)
I've been hard at on finishing this thing up and can't wait to see how people react to this latest build. Pacing is on par, challenge is just right, but most importantly the feel...oh man the feel of crazy hectic goodness. ADHD indeed.
I know, I know, and I apologize for the lack of updates. It's not for lack of progress or work. Quite the contrary it's due to being one dude and working my ass off that I don't have time to update as much as I'd love to. Guys, 2017 is the year. I have to commit to 2017 being the year. In the meantime here's a quick one for you. I'll be on the Gaming Chords podcast live this week with Charles Mudd. Quick story about this one. Charles is an attorney who I've met through proxy. See, at MineCon last year he sent his son out to the Indie Booth area to check out some games. His son handed out his business card to what I can only assume were the games he thought were rad. ;)
Either way, a couple of months later he, Charles Mudd reaches out about doing an interview. Since I like to talk, especially about this kinda stuff it was set.
You can listen to the interview live here http://buff.ly/2oj3hhf
Or over at Facebook.com/AskAnEnemyStudios
Outside of that I'll be back soon. TONS OF PROGRESS. It's getting there :)
However, IndieCade E3 early submissions are due this Friday March 17th. So I'm going to be focused on that for the next couple of days. I'll post a write up and the Making Game Not Excuses 3 panel archive as soon as I can. In the meantime go play some Nier: Automata. I sure as hell would, and will but not quite yet. :) Tyler, Blaze and Damien I hope you enjoy and appreciate the models of the in game assets. I did not part with those lightly, but it's the least I could do for all the playing you did and all the feedback I got from you guys. I'll be forever grateful you guys took that much of your time to play ADHD.
What’s up everybody? I just got back from PAX South 2017 and as usual it was a blast. The response? Nothing short of spectacular. As with every event I learn something new from watching people play ADHD and just like last year the amount of time and dedication I get from attendees just leaves me speechless. There are a ton of games and other things to be doing at PAX so it’s no surprise that the response I get from other game dev friends when I tell them this is how I playtest leaves them in a state of shock. Apparently most people don’t spend much time playing games on the show floor at length, let alone come back for another round. It’s kinda difficult for me to get playtesting done at home so I rely on every waking second I get with this large swath of people at these events. It’s also been proven that every event there is always that one person that breaks the game and finds a massive or at least consequential bug. What most people don’t know is that even if they don’t give me direct feedback just watching them play is enough for me to learn a fuckton about what is understood and what isn’t.
This is what leads me to second part of this post. Over that last couple of events I’ve been showing off an extremely early preview of what I was teasing as Mission EVA mode. This is the mode that I was hoping to incorporate into a Twitch mode. If you are live streaming the game your viewers would be able to send commands to the game that would alter the game. The programming involved in pulling this off is just a bit much for me to handle at the moment. So I’ve decided to scrap this idea, however there is one massive upside to this predicament. When I showed this mode to people they would lose their mind. It was so satisfying to watch their faces light up with fear/excitement/enter your adjective here. The emphasis is on “when” I showed that off. The mode is not built into the game proper yet. It was setup for me to just kind of show it when I needed to by using some clunky debug commands which meant a lot of players never got to see it. The game currently consists of three tiers. Tier 1 could be considered “easy” although I know many would disagree, with Tier 2 ramping up the challenge, and then Tier 3...well Tier 3 was incomplete. After watching people play they way they do, did, and have, in addition to their priceless reaction to Mission EVA, I’m fully convinced that Mission EVA (sans Twitch integration) should take the place of Tier 3 so that I can focus on getting this game out the door.. My goal now for PAX East is to have the feature in and fully implemented meaning I would be one step closer to feature complete which is one step closer to release.
I am just one guy. I dropped out of college to make this game. I have no programming or game design experience outside of the amount I have brute forced myself into, but I want to finish and release this game. I can always release the Boss Mode and Twitch Integration at a later time. I find it hella more important to get the game to feature complete and ready for a simultaneous release on Xbox One, PS4, and Steam (which is a massive undertaking already). As I have consistently said in the panels I’ve been lucky enough to host know your limitations, define your scope, and execute on them to the best of your abilities. It’s about time I take my own advice right? Here’s to 2017, the year that I finally release A Duel Hand Disaster: Trackher.
P.S. - Yeah I did another Make Games Not Excuses panel. Now onto Boston. Third times a charm ;)
It's been a long time coming, but this is just the first step in millions to come. I've already announced that A Duel Hand Disaster: Trackher was coming to PS4, but the Steam version is the first time you can actually show your support and interest by adding it to your wishlist.
I've still got plenty of work cut out for me, but man oh man is this exciting thanks to Riley Lebrecque and his amazing skills and effort in Steamworks.Net I've come a long fucking way. If you are at all working on a game in Unity and plan on integrating the tons of amazing features Steam gives you, well stop by and shake Riley's virtual hand because fuck.
Game development is not easy. Game development will drive a stake into your heart. You will put hours/months/years of work into a submission to an event where they will NOT play your game, won't respond to emails, and announce the games they "did play." Game development will drop you to your knees with the complete absolute feeling of incompetence. If you become numb to any of those situations or you begin to feel a sense of entitlement. Stop. Re-evaluate why you started this to begin with. Lift your head up and own your decisions. The second you begin to blame others for them is the moment you begin your downfall. Be realistic and if you can't stay positive move on, if you can build off of that and make the raddest most kickass fucking game you can. Preferably with explosions. Explosions make everything fucking cool. :)
Here's the archived version of the panel I hosted at PAX West 2016 with my buddy Zach. It was hella fun and you better believe I learned a lesson or two from this. Onto the next one ;)
They are a changin'. RTX 2016 is in the books. For pics of the event visit ADuelHandDIsaster.com. As usual the event was awesome, the people I met were hella rad, and the amount of data I acquired was invaluable. From my boy, Milan Harris who was dropping some mad feedback and tips on shaders and tech I could incorporate into ADHD, to my boy Cecil bringing that OG knowledge from PAX South to help obliterate the competition; these people have some dedication and as always I'm a grateful beyond fucking thunderdome. Before the show floor opened on day 3 I set a score of 173 million. I decided why not make that a "score to beat" in addition to the usual "keep the high score get a free shirt" thing. So low and behold Joshua Lee as you see in the image below actually dedicated himself to beating it and now he'll receive a free copy of the game once it's available. It's only fair and it's extremely humbling that he spent so much of his time to doing it. Thanks Joshua. You are legit as legit can be.
So what's next? Well, I spent the first half of the year brute-forcing myself into the industry by getting booth space at PAX South, PAX East, and ofcourse RTX but PAX West was entirely out of reach. I was informed there was no more "exhibitor" space available. So I was left to event submissions as usual. I'm happy to report that while I wasn't selected for PAX West proper (at least not for showing ADHD anyway) I was selected for SIX (Seattle Indies Expo) which is fucking amazing!!!! Third times a charm so they say. What they don't mention is all the work you put into that third time :) Also my panel submission for PAX West was accepted!!!! My dumbass is going to have a panel where I talk about how you should make a game not excuses!! Fucking rock and roll.
Now for the details of said panel
This is super exciting for a multitude of reasons. First and foremost is that I will be hosting this panel with my buddy Zach Aikman, lead engineer at 17-Bit. Yup the guys who brought you fucking Galak-Z. The title of the panel is "Make Games Not Excuses: An open discussion." The purpose of the talk is to discuss the pros and cons of going to college for game development. Between Zach and I you better believe we've got some opinions. See Zach graduated from the highly coveted DigiPen Institute of Technology. While he was there he learned a lesson that would crush most people and bring them down to there knees. What did Zach do about it? You'll have to watch or attend the panel to find out. How do you watch? More details on that soon ;) My side of the story? Well most of you reading might already know my dumbass dropped out of college twice so I'll just be expanding on that kind of stuff. Guys, making a video game is not easy. It's not something you can just jump into and knock it out. Unless you are fucking Galvanic Games. Those mother fuckers made Gurgamoth in about 6 months. FUCK YEAH!
But I digress, so again the times they are a changing and they are nothing if not crazy awesome times. I was also pre-selected for a Pre PAX Microsoft Event which they then later decided to pass on :( Man what an opportunity that would have been, but hey as usual pick your head up, look forward, and learn from the past. Oh and TwitchCon. I'll be at TwitchCon this year in San Diego from September 30th through October 2nd. This one will be fucking massive. A huge part of this game is Twitch integration so you better believe I've got my work cut out for me. More on that one later as well. PEACE. OUT.
Notice I never said give up. All I said was it's a massive feeling of worthlessness. I'm wring this to show that game development is not a breeze in anyway and I can't even begin to imagine how the actual smart game devs feel when they're stumped. Jesus. So anyway after the post the other day Unity suddenly started to work again, but as of today it crashed again. Again no clue why and it's gonna happen a lot more I'm sure. Looking through logs, which I don't understand, getting errors in code I cannot decipher. Get up dust off, and hopefully don't break anything, physical.
I'm constantly saying to learn from your mistakes. I've spent all day trying to figure out why Unity is crashing. I have no fucking clue. Not one inkling as to how to fix this issue. I've wasted my whole fucking day not knowing what I'm doing or how to fix this. A whole fucking day just gone. I could have spent it laughing with my girlfriend watching a movie, hanging with friends having a beer on the balcony talking shit about the Kardashians. No. I spent it doing everything I could that amounted to absolutely fucking nothing. Now tomorrow is another day. More than likely I'll also be spending it doing the same thing, being fucking pissed and disappointed that I'm not a proper game developer. I'm just a sorry ass excuse of a human being who spends every fucking waking hour of the day trying to solve problems without any ounce of expertise in the field. Worthless.
I've always said it's not glorious but today was a day where it really hit me. RTX is next week. I need to get some shit done and I've accomplished nothing in the last 24 hours. NOTHING. FUCK. As of now. Still. Nothing. FUUUUUUUUUUUCK.