It’s unbelievable to think that only 6 weeks ago the game looked like this after the game jam:
and now we’re here, with a game that’s been accepted by steam and available for sale here.
The game has taken a direction which no of us quite anticipated, but we honestly think that it’s the best it could possible be and we’re really proud of it. We’re really happy with everything that’s happened over the past 6 weeks here in Elgin and can’t thank Creative Scotland and Business Gateway along with Hunted Cow and Moray Game Jam enough for making it possible. We’ve learnt an enormous amount about working in the industry, most importantly how valuable having a variety of social and professional skills can be. We’ll definitely be back next year for Moray Collages game jam and hopefully with everything we’ve learned produce something even better!
As a learning experience it’s been incomparable, not just the time spent working on the game and developing all of our personal skills but also the process of working with hunted cow and building up to an official launch is something we wouldn’t have got anywhere else. We’ve all been pushed personally to expand our own skills from animation and UI design to coding and sound design and while it’s been slightly stressful at times (particularly in the last few weeks) it’s forced us to push ourselves further and get the most out of the experience. While we were originally very nervous about the tight deadline as it seemed very short to release a game in, it really helped us focus on what we wanted to add to the game and get used to working a lot more efficiently which will hopefully be invaluable in the future.
We’re all definitely going to miss Elgin, from our cosy team house to the various new favorite eating spots we’ve picked out during our time here. While it wasn’t the first place that came to all of our minds when we thought about games development it’s been an awesome home to us for time we’ve been here and we will now doubt come back to visit in the future especially when the next Moray Game Jam comes around.
Once Again we can’t thank Creative Scotland and Business Gateway enough for giving us this amazing opportunity. Without it there’s no way we would’ve pushed as hard to make the game what it is now and without the help of Hunted Cows guidance and help we certainly wouldn’t have been able to release the game on steam, something which will be a valuable portfolio piece for all of us hoping to enter the games industry next year. It’s been such an awesome and fun experience and while it’s gone by incredibly quickly we’ve learned so much in such a short time and feel really proud of what we’ve achieved.
We’re really happy to announce that our game is on steam and is available for purchase this Thursday (25/08)! It seems unbelievably surreal that we’re in this position and it’s definitely motivated us to give it 150% to do as much as we can. Steam Page
For our 5th and final weekend of the placement we were fortunate enough to have enough left in the budget to rent a cottage for the weekend! We drove down to Johnshaven with a mountain of luggage and an even bigger mountain of things to do after finding out we’re going to be on steam! We’re thankful to Creative Scotland and Business Gateway for giving us the opportunity to go out and explore Scotland and stay in Elgin for the 6 weeks to develop the game and travel about during the weekends. Hunted Cow has been really helpful in answering all the questions we had about development and making games in general. It’s been a really nice experience over all.
It was a fantastic opportunity to relax, or well at least get a beautiful change of scenery while working. We stayed at a fantastic cottage and enjoyed going for walks along the coast and playing board games in the evening as a much needed break from all the stress and unexpected twists and turns the come with creating a game. Even though we were in a lovely location with no signal and barely there internet we couldn’t fully tare ourselves away from working on Everything is Peachy but working on the game in front of an open fire on the coast hardly even felt like work! Lots to do next week to get the game ready for release but I’m recharged and ready to give it 110%. I’m really glad to say that we’ve made enormous progress and we’re ready to power through the final week for release!
We all headed down to dare this weekend to support some of our friends games who were entered. It was amazing to see the insanely high quality of all the games there and we were super proud of the three Abertay teams for picking up multiple awards. It’s really motivated us to push for the next few weeks to make sure our game is the best it can be.
Just past the half way mark as this is week four of six, and with that in mind we’ve been putting in a lot of extra time to get everything together in order to stick to our tight schedule as much as possible. The aim for this week is to finish all of the mechanics and expand upon the rudimentary game modifiers, we can then spend all of next week working on the boss battle and polish the game for release. This extra work has paid off as it’s unbelievably satisfying seeing everything come together; we’re extremely excited about where the games going and we can’t wait to show it off once it’s finished.
Douglas has been working on finishing up some of the base animations, making some assets for one of our hazards and starting on more of the planet environment work. Abbie has continued to work on the UI and Iconography for the game, making sure the player can understand what’s happening regardless of their comprehension of English. The games looking really fleshed out and polished now with the power ups and hazards now in the game. The bulk of the main game play for release is now in and working and it’s really motivating to see.
Everyone at Hunted Cow has been friendly and welcoming so far, it’s a really nice environment to work in. With the offices being right in the heart of the town it’s really easy to go on small adventures during lunch to explore some of Elgin as well as pick up lunch from a local cafe.
It’s been a busy few weeks and as we move into week 3 it’s about time we shared some of our progress with the outside world!
Just to quickly recap, in the 48 hour game jam we essentially created a proof of concept for the game, and as you can imagine it wasn’t exactly elegantly put together. Rectifying some of the issues that came as a result of this development style took a lot of attention and have now been fixed.
However this proof of concept has big dreams to be a fun, polished and playable game – this is where the design process became a bit more challenging. All four of us invested some time into outlining where we saw the game going in the future and at first this was drastically different, however we’ve come to a mutual agreement of exactly how the game will operate, along with a goal for the final product.
It’s an amazing opportunity to be able to take this project further and we would like to say thank you to Creative Scotland, Xpo North and Hunted Cow for all their help
The art focus for the last two weeks has been on concepting the visual designs for some of our new intended features as well as getting stuck into some animations for the robots and new base design. We want to make sure that all of the different states and actions of these core elements, the base and the robots, are visually expressed to the player while also injecting more character into the game. There are still a couple of animations Doug hopes to finish up this week and then it will be time to move onto some of the new game play assets. The UI for the games also been getting an overhaul it’s now completely different than where it was when it started and it’s looking really nice. There’s a lot of art still to be done and Abbie and Douglas have been working incredibly hard to make Everything is Peachy look nice. From the programming side lots of new exciting features have been added, a new “galaxy map” which allows the player to navigate through out the cosmos has been added and we’re really happy with how it’s turned out. A lot of issues and bugs that reared thier ugly heads from the game jam game which had to be squshed but since the original game was created in 48 hours we knew this would be an issue.