Weekend update…

Wow. I’ve been out for a while. Things have been really crazy at the day job so I had to somewhat stop things on Twitter and here and for that I apologize. I believe things have gotten to a more manageable level now, so I think I’m back! Even in my social absence, I have still wracked up a couple of things to talk about at least…

Nekoyoubi Texture Pack

My Minecraft texture pack has been updated to include pistons and shears, and to fix the modifications made to beds and cake. I’m not sure what else is missing from 1.7, but if anyone finds anything, please let me know.

As always, you can download it here: http://bit.ly/nekoyoubitp/

Reed’s Mine

I’ve updated a couple of things and fixed a bug or so. All and all not a big update like I was hoping for, but alas, that is still in the works. For now, here are the update details:

  • In-scene menu and loading overlays migrated.
  • Resource gain text implemented.
  • Adjusted Reed sprite for “skinny cap”.
  • Added dust effect to mining.
  • Fix Copper/Amethyst spawning fixed.

Unfortunately, I won’t be implementing haptic feedback as I was intending, as Unity seems to be very weak on that capability. Perhaps this will get updated in Unity 3.4 (which I hear is coming soon) and I can rethink this.

Tempest Saga

For those of you that remember my Tempest Saga property, I’d like to bring you up to speed. As I stated at the beginning of this year, I ceased development on Tempest Saga and waited until I felt that I had a medium to deliver it to the world as an awesome game and do right by it as the introduction to the property. I am pleased to announce that I have found that medium.

Over the coming months I will be posting information about Tempest Saga (and hopefully some development progress). As of right now, I don’t want to throw too much out there, but I can say that it will be a lot of randomization where it counts, simple control scheme, cartoony 2D graphics and will be released for Windows initially.

An array of characters with various advantages and special abilities will help you navigate a vast (and sometimes complex) platformer world. Enhance those characters’ weapons, armor, and abilities as you progress from town to town. Level up the way you want; the way you play.


I was actually not going to say anything about this for a while, but I was inspired to speak about it by the recent Steam release of a couple of retro-RPGs that were done in a similar spirit (all pun intended). If you are an active Steam gamer, then you probably already know the ones I am referring to. If not, be sure to check out Breath of Death VII and Cthulhu Saves the World from Zeboyd Games. These games look just as amazing as I could hope. I haven’t been able to get into them myself yet, but I hope to over this upcoming weekend.

As for Epixtory, I’ve told a few people in my gaming group – though nothing overly formal, but this should serve as some form of announcement I guess. I will be working on Epixtory right along side Tempest Saga (unless something changes there). This shouldn’t be much of a problem since they are so different in style (I doubt there will be much overlap).

So what is it?

Epixtory is a retro-RPG fashioned after a combination (but not a direct duplication) of the Dragon [Quest|Warrior] and Final Fantasy styles of the [Famicom|NES] system. The setting is not some far away land where magicks and dragons reign, however. It’s right here; right now (“Right here! Right now! Right here! Right now!”) – with real places and people we know in all their pseudo-8bit glory.

Not to say that magicks and dragons don’t play a part right here and right now… Okay, so that part’s not on the tour…

Let’s just say it’ll be an Epixtory. At least that’s the goal. 😉

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