Fizzle

Weekend update…

This weekend was drastically less productive than I expected. I’ve been somewhat under the weather since last week (probably due to living in the Ohio Valley), so I hit the sack directly after work on Friday. Saturday was going to be the real deal, but then one of my audio heroes (Joshua Morse) followed me on Twitter, friended me on Failbook, spent the day in our vent, and started playing Minecraft on our server… Needless to say, I got nothing done. Sunday was the last option; the last, best hope for productivity… Minecraft server issues/changes. I did get some stuff done, though.

Minecraft Server

Well, thanks to a startling notice by WorldEdit’s sk89q about servers burning and world’s crashing, I decided we should remove Essentials. It was something I had thought of doing for some time, but it covered so many facets of plugin that are otherwise forked (or recreated entirely) from projects that are inactive. I would rather use many small modular pieces as opposed to one (giant) plugin to rule them all. I mean, Essentials really is the AOL of Bukkit plugins.

So I haven’t completely gotten everything going again, but mostly, things are settled. Hopefully, permissions aren’t broken. I’m mods will let me know soon enough. ;Þ

Minecraft Texture Packs

I got to work on one tile of Skeletron (the Terraria pack) before getting pulled into something else this weekend (see above).

I did manage to get some changes done on the Nekoyoubi pack though (last week… that were undocumented… so I get to pretend like they were done over the weekend):

  • Lightened signs a bit; now more readable again, but still richer/smoother.
  • Added and slightly modified trap doors; mostly just to make wood match.
  • Re-styled netherrack to cooling lava. May be temporary based on feedback.
  • Changed glowstone item to light bulbs to match recessed-lighting look of blocks.
  • Added a more burnt tone of the map item. Why? Because I like it better that way.

Fizzle

I worked on level generation a bit, but again, not too much productivity here.

My work in this area did spark what seems to me like it might be a perfect interjection in another project that previously had a gap that I didn’t feel comfortable continuing on in its lacking state. Man, I love it when things accidentally come together like that!

So as much as I would love for Fizzle to be my first “official” game release as I had previously intended, it will probably be developed side-by-side with the other project, and we’ll just see who comes in first.

Weekend update…

This weekend was somewhat divided. I actually played a bit, and I worked on Fizzle. ;Þ

Nekoyoubi Texture Pack

The gang got together and played some Minecraft on our server a bit this weekend, which is really only development related because it pushed me to update my texture pack. Yeah… it had been a bit, and a few things since 1.5 hadn’t been implemented so I needed to get to it. Here are a few of the changes I recently made to the pack:

  • Diamond tools and sword, armor, and item (raw) now match the spectral style of the ore and block. No more teal diamonds.
  • Iron door item now matches the rusted gate appropriately.
  • The loading background is now wood planks (by request).
  • Obsidian (finally) has been smoothed and yet made more jagged at the same time. Looks a bit more glassy, IMO.
  • Glowstone (that’s right, a nether block!) has been massively altered. It’s now an obsidian block with a light (think recessed lighting).
  • Beds in inventory are now purple-sheeted properly.
  • Signs and ladders now reflect the “richer” wood of the rest of the pack.
  • Terracotta clay is now also terracotta in the inventory as well.
  • Fixed the broken redstone dust.

You can check out the post about it here: http://nekoyoubi.com/2011/05/08/my-minecraft-texture-pack/

You can download the Nekoyoubi texture pack here: http://bit.ly/nekoyoubitp

Fizzle

I worked a bit more with the RageSpline resources in Fizzle this weekend. Specifically, I drew some of the spell icons (fireball, iceblock, levitate, heal, and vines). I would show a screenshot here, I think it may be too soon for that, as they may be better to show off once they are mechanically written into the game.

I also converted Fizzle back to a side-scroll platformer (from a third-person platformer) for mechanical reasons. To be completely honest, I just think it will play more fun this way.

I am working on a training level at the moment, but as soon as I have it playing through in its solid mechanical form, I will screenshot and create the “official” page for it.

Logos

No… Not Legos; Logos! I’ve been trying my damnedest to create the logo that I actually see in my head – which amazingly has remained the same for many months now, but having no artistic skill (drawing, that is) is making it impossible for me to bring it out of my dome and immortalize it in pixel.

So now I look for the in between. ;(

If I can’t create my ideal logo very soon, I’ll need something to hold me over. What should it be? I’m not asking because I think anyone’s really reading this and cares. I’m asking because maybe it will keep nagging at me until something springs out at me.

If you do care though and want to throw an idea (or design if you’re really bored), please feel free. I would love to hear some IMOs, as I could really use a nudge on this one! ;)

Weekend update…

Wow, is this guy overdue. Well, since I was ill Sunday through to Tuesday, this is the first opportunity I really have had to write this update.

On all previously active projects, there was no work done over the weekend. Again, with being sick, there wasn’t quite as much time as I would have liked going into development.

Fizzle

I did, however, start a new project. This one is not a test, playground, sandbox, or showcase, though. This will be my first “real”, monetized, full-featured game I will release as Nekoyoubi.

I will attempt to keep the updates going out as to its progress as well, but some things with it may need to remain undisclosed until they are more fleshed out or, in some cases, until release.

The reason for halting other projects in favor of this one is simple. I read a great quote on Twitter last week: “Indies make money to make games; non-indies make games to make money.” I realized on Friday that in order for me to be able to really make games… I mean really make games, I need money. Not for me, not for putting food on my table, not even so I can buy a new Woot! shirt. But so I can make more games better, faster, and for more platforms. If I can write games full-time some day, that would be amazingly awesome, but the tools are what’s needed at the moment.

So what is Fizzle? I won’t spill all the beans just yet, but I can tell you a little bit about who Fizzle is.

Fizzle is probably who would come to mind if you were to try and picture an emo Harry Potter in his early years. The main difference being that Potter was an amazingly quick study. Fizzle, on the other hand, can’t seem to get anything right. As such, he’s been thrown out of his wizardry school for youngsters, but unlike good-old Harry, Fizzle has no “simple” or “normal” world to go back to. This is his world.

With no help from anyone, Fizzle will have to “learn” his way back into school by showing that he can make it as a young wizard in a tough and sometimes tricky world. Spells, while not Fizzle’s strongest study, are now the name of the game for him. Learning how and when to use what he can remember will guide his progress and shape his future… hopefully for the better!

As of right now, Fizzle is only being worked on for PC (and possibly Mac – assuming Unity cooperates). I was originally working with Flash-style drawn vector graphics, but have since moved to a full 3D experience, as this feels most comfortable.

Anyway, it should be a fun trip (making it, that is) and I will try to keep everyone updated along the way.

That’s it for this weekend… (ish?) update. ;)

m4s0n501