Wow. It’s been a bit. Sorry for the delay, guys and gals. I’d like to take a moment and provide an update to the goings on.
I was working on Passhackwords pretty steadily until a few things changed in my free time. At that point, I began working on Bukkit plugins for Minecraft with most of the time I wasn’t spending administering our gaming group’s Minecraft server.
Why I didn’t keep this updated with those items, I can’t begin to tell you. They were development, but I didn’t see them being as relevant as other things so I just posted them to the Bukkit site and called it good. I doubt these even still work, as I haven’t kept them up to date, but just so you know what I’m talking about, here are a couple of the project I’m referring to.
So, essentially, with those projects and our Minecraft server becoming much more lively, I halted development of Passhackwords… but that was still a long time ago. We will more than likely resume Passhackwords work in 2013.
For a while, it was just me. Me and my projects. Nothing really special; just some guy writing some code and putting out the occasional idea or toy. No more.
Just so everyone knows, Nekoyoubi Games has finally picked up its second employee! Amazingly enough, long before there are even paychecks… go figure.
Clayton Hunt has joined me as a co-developer on two projects thus far, and I’m guessing many more to come.
He came in to start working on the Epixtory project, and we’ve made some awesome progress on that front (it really is going to be a kick ass game).
We’re now working on our B&B game (that I’ll write more on later), and we’re knocking it out of the park. I don’t want to be too official in this statement, but we should be submitting it over to Steam within the month thanks to his help.
Having Clayton around has been a serious help and a huge leap forward for Nekoyoubi being a profitable game development shop.
We’ve changed the direction of Epixtory slightly from my initial post regarding it. Epixtory is currently too much to fill you in on in one of these posts, so I’ll be sure it gets its own. For now I’ll just say that its development is slightly halted to finish and release B&B, but we’re still looking at releasing it this year.
B&B is getting its own page, but I’ll post a brief overview here. Essentially, B&B is a roguelike (rogueliek*) fashioned after a comedic approach to tabletop gaming (D&D). Players take on the role of a miniature adventurer against a configured board of walls, traps, monsters, secret passages, and treasure.
As mentioned above, we’re expecting to submit the game (crap, I just lost) to Steam this month. We will also, hopefully be getting some pre-Steam testers to help us make sure it’s good. Let us know if you’re interested.
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.
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
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):
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.
I’m sorry it’s Thursday before I get to write my weekend update, but alas, so much going on has put a damper on my blogging abilities.
I spent this past weekend writing a birthday card the coolest way I know how – as a video game. Notch turned 2^5 yesterday, and in thanks to his work on Minecraft and what it’s meant for me personally, I put together a little Super Mario Bros. World 1-1 replica for him where he (a block textured as his Twitter avatar, anyway) gets to run around on Minecraft dirt and grass and pop diamonds out of chests and listen to me ramble on about how awesome he is (but how DannyB‘s cooler).
Meh. I had to go into the office and do some coding on serious koi. No fun, but since it did rend most of a day out of my weekend, I figure it’s worth mentioning.
Unfortunately, I didn’t get a chance to upgrade the Nekoyoubi Texture Pack to 1.6 this weekend due to all of the updates and issues and more updates to our server. I will be getting this updated tonight.
I was, as well, unable to work on Skeletron (the Minecraft Terraria texture pack) for mostly the same reason. I’m hoping to have something for it posted this weekend though.