Here it is! The long awaited trailer for our game! We release on Thursday the 25th at 4pm and we would be lying if we weren’t a strange mix of nervous and excited to show it off to the world. Hunted cow have been helping us a lot with the little fiddly bits for releasing on steam, thank you so much to Retro for sorting out our trailer and working with us to make it perfect. We’ve still got some polish to do to make the game perfect but we’re on track to release and we’re incredibly happy with this whole experience.
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.
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.
We all managed to de-stress, relax and not think about the game for at least a day. It was great since we’ve been running at 110% since we arrived as we’re all extremely passionate about the game. Being game developers physical sports aren’t really our speciality, surprisingly we didn’t do all that badly! We had a really fun night out in the end, even though none of us are really sporty people, preferring to stay inside and play games. We especially enjoyed the copies amount of curly fries the lady behind the bar was all too happy to supply us with. We all really enjoyed our first evening out in Elgin, hopefully we get another chance to get out and bowl before game development gets too intense!
We arrived at the Hunted Cow offices at 10:30am. We were shown around the building and to the space where we’re going to be working for the next 6 weeks. We were all amazed at the facilities in the office and everyone we met was really friendly. For all of us it was our first time being inside a professional games studio so it was really exciting seeing what could, fingers crossed, one day be our futures.
We were told that Andrew the head of Hunted Cow was away until Wednesday but was very eager to meet us and hear our plans for the game. We spent the rest of the day smashing together the different ideas we’d had over the summer and brainstorming what mechanics we wanted to add in. By the end of the day we had a fairly ambitious list of ideas and possible directions to take the game. We spent the next few days trying to pick and chose our favorites and consolidating everything into a document to get feedback. We’ve never experienced anything like this before and it’s great for getting some industry experience before we all have to go into the real world next year. We’re all ready to go and excited to learn everything we can during the time were here!