So I have some bad news. Adobe recently announced that they are cutting support from Flash Player in 2020. While this didn’t come as unexpected, it did occur a lot earlier than anticipated. Essentially, and in the long run, this means that web browsers will remove compatibility with Flash objects (if they have not done so already), and running Flash objects will become a lot more difficult and definitely not an automated process.
This affects me rather negatively. Aside from all the great things Flash has done for me in the past, I was hoping the game series I was working on would be “one last hurrah” for my Flash career before moving onto stand-alone platforms. Unfortunately, with the time-frame of my projects against that of the support of the platform, they are no longer a viable release, not just financially but also technically. I would like my works to be ones that can be appreciated for a while to come.
I started the Monochrome Engine a few years ago as a learning experiment with no intention of it going anywhere. As time went on I learned more and more about game theory and applying that theory to technical function. I had hoped to use my final result as a foot-stool for some projects, but instead I will have to migrate those projects into Unity, essentially starting again with a new game engine.
I definitely don’t regret my time spent building the engine, especially since I completed a wonderfully functional tech-demo that a good number of you got to experience, and learned so much along the way. And I could consider myself fortunate that this happened just as I was moving into the first project. It will however cause major delays to my work while I re-arrange everything as well as apply a much greater risk to my work, but let’s hope with greater reward.
I would also like to apologise to the people who did such a fantastic job as testers. You all helped my uncover bugs I did not find even over the years of working on the engine, and allowed me to reach an end result I was happy with. I’m sorry that the testing efforts you put forward will now go to nothing, but I thank-you for your help and commitment to my work.
I look forward to continuing to update you all during this major shift in my life and career. Fingers cross it works out well!
Till next time, all the best!
So nothing really new this update. I’ve basically spent the past two weeks handling the Demo and prepping for future work. Big ol’ thank-you to everyone who’s tested the Demo so far, and big ol’ apologies to everyone I have not responded to yet! I’ve had a busy past week with personal things, but the next two week are handling the Demo and testers, fixing new bugs, and finishing pre-production for the first game, as well as some more writing for the comic~
Next update I should (hopefully) be kicking off with the first steps into the first project! Till next time, all the best~!
Sorry for the delays this past fortnight; I’ve been incredibly busy with work, sending out and managing emails to testers, been dealing with some internet issues, and I had to patch-up some (game-breakingly big) last minute bugs in the demo.
For those who have applied as testers and sent the forms over, I’ll be sending out the demo tomorrow! For everyone else, because of my personal delays I’m extending the ‘deadline’ for another 2 weeks, purely because I’m only able to get around to managing it properly now.
Thanks for your patience everyone! I look forward to your responses! Till next time, all the best!
The Demo is done (basically)! All the visuals are done except a few little updates, and the coding is done except a few little final bug-sweeps! I’ve got a busy few days ahead of me getting this finalised and setting up hosting, but starting this weekend I’ll be contacting people on the testing list to see if they’re still interested to test the Demo, and getting them to sign an NDA. If you want to be one of those people send me a message (head on over to the Contact page) between now and the end of the month and I’ll set you up! After the end of the month I won’t be setting up any more testers unless I think it is necessary, although I will still welcome tester’s feedback after the end of the month. Then when July rolls around I will be starting work on the first game properly! Yay!
Check below for information about the Demo if you’re interested. I’ve got a busy few days lined up ahead but I shall be doing final patches and then sending out forms to people! I’ll also be going to Sydney Supernova this weekend cosplaying as John Wick so if you’re around maybe we’ll bump into each-other!
Till next we speak, all the best!
THINGS TO KNOW ABOUT THE DEMO:
The Demo is a Technical Demo, not a Gameplay Demo. This means it is a series small and mostly empty levels, each testing a single mechanic, or specific combination of mechanics. It is not exciting or thrilling, nor does it reflect the final product for the games themselves, but simply lets you peeps help me make sure everything works. There is a Showcase/Freeplay room which is a very large space which does reflect what my future games should look like, but it is not the focus of the Demo.
Application Period: 15th June – 1st July. After this period I will no longer be sending out information, but still continue to receive feedback.
Response Period: Before 1st August. After July tester feedback will either be for a previous engine version or the game would have progressed beyond feedback could assist with, so try to get it in during July.
What Will You Do: After signing the NDA to promise you won’t steal or share my work, you will receive a link to the Demo and a Bug Report Form which explains what to look for and what to write down. Essentially, if you think you encountered an error, you write down what happened, what room it happened in, and if possible take a screenshot of the error. Additionally, you will also be looking out for frame-rate issues and making sure the game doesn’t lag, writing down when you think the game might be running slower than it should be and telling me your system specifications.
How To Get Involved: I already have a list of testers (thank-you you keen and wonderful people!) but if you’d like to be a part of this head on over to my contact page (http://www.silver-stitch.com/contact/) and send me a message!
So I didn’t make the proposed deadline for my demo unfortunately. The first half of the past two weeks I was working non-stop to try and get the demo done, however when I hit my anticipated deadline I burned out completely and crashed. Because of that, I’ve spent the past week recovering and easing back into it. I’m going to start working hard again to have it done by the next Dev-Diary on the 15th, but not so hard that I put my work before my own health.
Even though I didn’t make my deadline, I finished the showcase area which simulates an example environment for the first game I’ve planned and I’m really proud of how it looks! If I have time I’ll add a few more features to it, but as an apology of sorts for not making deadline I’m attaching two screenshots to the end of this post! I also managed to get about 70%+ of the character animations completed! After that, it’s menu visuals, final room fixes, and final bug sweeps, then it will be ready for any of you who are interested to run around in and see if you can find any errors I may have missed!
Stay tuned, and all the best!
I am exhausted… I’ve been putting in the extra effort to get my demo done asap because it’s taking a really long time to produce something that not many people will actually see. A lot of the time has been consumed by simply fixing the engine along the way, however now all my Demo time is being consumed by actually making it presentable, especially the ‘Free-Play’ area which doubles as a showcase for what I hope to achieve with the projects using the engine.
Unfortunately, despite how intense work has been, there isn’t much that I can talk about mostly because I have been spending the majority of my waking, at-home, time drawing visuals. That being said, I will drop you all a little shot of how the ‘Free Play’ area is coming along! It still has to be updated; some of the walling needs to be re-textured, it needs to be cluttered, and the background needs to be drawn up, but IT’S SO CLOSE! After that, it’s character animations, menu visuals, sprucing up the (already completed) racing levels and a final bug-sweep. Let’s try and get this all in a week, yes?
Because it is so close to completion, friendly reminder that if you want to be added to the tester list for the Demo, just send me a message through the contact page on this website. Till next time, all the best!
On-time! Woo! The past two weeks have been up-and-down with productivity. I’ve been getting the last bits of the Demo tied up before I do all the final visuals, working on the story for the graphic novel, and doing more tests for the card game.
With the Demo, I’ve managed to (finally!) fix up two non-game breaking but very irritating bugs that have been sitting on the to-do list for a long time; thought bubble sync and trigger collision-detection. The engine uses thought-bubbles to tell the player when they can perform a certain action, and I had originally written up an animation-dependent function earlier on in the engine development (while I was still learning) to have the thought bubbles appear. However over time I realised animation-dependent functions open up a world of errors, and as such I re-wrote it so that it is handled by the script (how a proper program works, which is why I have done this with most animation-dependent functions) and it now looks and operates much cleaner. This works in-hand with the trigger collision-detection patch which now allows running a wider and more accurate check for the player hitting and interacting with certain triggers, which has made the triggers hit more cleanly and general game-play much smoother and more fast-paced. According to my to-do list I don’t think I have any more recorded bug-fixes left (one can only hope) so it is now onto finishing up the last small sections and doing all the final visuals!
I’ve also been working on my other projects! I’ve had a few good meet-ups with my amazing artist and we’ve been making great progress to forming the story and the art for the graphic novel! I get more and more excited every time we meet up! I’ve also been able to test my current card game a few more times in different numbers and have a pretty good idea about how to modify it for the next iteration.
All in all, despite many other distractions/commitments, I think I’ve been making pretty good progress! I look forward to next time, till then, all the best!
Couple of days late because of being away/busy over the long-weekend.
Hope everyone has been well! I’ve had a delightfully productive two weeks! I managed to complete the entire Combat area for my Demo, which I thought would take longer. This included re-writing part of the combat system and building the test rooms for the mechanics. While it isn’t as large as some of the other areas, I didn’t think I would finish it this quickly! There’s not too much more left to work on, a few more random rooms, some bug fixes, but more importantly a visual update. I’ve been doing the visuals as I go but there are some rooms, UI, and animations that need to get updated and optimised. Fingers crossed I get through it quickly!
On-top of the Demo I’ve been testing my card game and doing writing and structuring for the graphic novel, while the artist is doing some amazing concept work! A lot more work than I thought I would accomplish considering how busy April has been so far, so I’m hoping I can get some progress made on a bit of everything over the next two weeks.
Till next time, all the best!
A day late! This is a bad habit I’m getting into, sorry!
These past two weeks has been rather productive for a variety of my projects! I’ve managed to sort-out a production schedule with my partner for the graphic novel we’re working on, hopefully with a book finished in about a year, and I got a draft done for a card game I’ve been working on, which was tested and worked beautifully!
Onto Demo news, and I’ve drawn up all the plans for the next section I’m working on, Combat! I’ve also started working on some of the rooms, but because of changes made to the combat requirements of the games I need to tweak some of the functions to Inventory and Combat. Fingers crossed I’ll have it all tied up by the next update!
Not much else going on except general life-stuff. I’ve got a rather busy month for April so I hope I manage to get as much of my project work done as possible.
Till next time, all the best!
Two days late again! That’s my bad, been dealing with work and life. However, I completed the NPC area for the Demo! Those last couple of rooms got intense, nice bundles of rather complicate AI structuring. But it’s all done, and I squished a few bugs along the way! I’ll now be moving onto Combat and Inventory, however this area should be considerably simpler; the working projects from this Demo have been rearranged so that the current projects are much less combat intensive, which in-turn removes some of the Inventory issues I was having. I’ve briefly spoken about the project rearrangement before, but to clarify I will be working on the same projects, but with a different engine for a different platform, which will mean I save a lot of time and can produce higher quality and more specific works! I will announce more details sometime in the future when the Demo is done and the current generation of projects are in the works.
Outside of the Demo, I’ll be returning to put more effort into physical game production, and structure the plans for the graphic novel I’m collaborating on! The aim is to have at least 2 physical games completed by the end of the year, along with a digital game after the Demo.
Time to get back to work! Till next time, all the best!
(Oh also, here’s a screenshot of the NPC Stress-Test Room~)