Texture Pack

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.

Epixtory

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. ;)

Weekend update…

m4s0n501

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…

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.

Cakes!

I wroted Notch a cakes over the weekend. Okay, so I’m not going to explain that reference again, but I will say that it’s in more detail here.

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).

Office

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.

Texture Packs

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.