Check it out!
The game has gone gold (as it were)!
I’m just contacting reviewers, online distributors, etc. right now. Oh, and attempting to put together some kind of soundtrack. And I want to get a demo ready for release day, too. It’s almost like there is more to releasing a game than making a game, sheesh! :-)
Here is a video with some fireworks, because I felt like making it, and as a sort of celebration of the game being finished.
Well, it’s finally happened. The game is finished. I’m still doing some final testing “just in case,” but it’s done.
Hubert’s Island Adventure: Mouse o’ War will appear on this site for sale Friday, January 27, 2012 for $9.99!
I’m currently getting in touch with online distributors, so hopefully the game will be available in more places soon.
I recently (about a week or two ago, I think?) wrote a fancy new lighting system for the game. The previous system just rendered a rectangle over the whole screen to represent darkness. This system was used for the day/night cycle (which is just for looks).
However, I had a flash of insight, and decided to try something new. There are now actual light sources in the game, most of which make sense. For example, the purple energy that is fired from Hubert’s stun gun gives off a slight purple glow. Hubert himself gives off light, but that’s because otherwise you would be unable to see where you are going! Aside from the world map, the whole day/night cycle is off by default, but it does really make the levels look fancier.
Here’s a video of the new lighting in action.
The new lighting system works by rendering a series of tiles over the screen, blending light from various sources in with the ambient light of the level. You can change the smoothness of the light by making these tiles smaller (prettier but more performance-eating!) or larger (anything larger than the default of 32×32 doesn’t really work).
Here is a screenshot of the lighting with default smoothness. This runs pretty well even on weaker machines running in software mode.
And here is a screenshot of the lighting with 4 times the smoothness. Much prettier, but also very performance-intensive.
The game is essentially finished. It is currently in the “release candidate” phase, meaning I am calling it done, but testing it further to look for any final bugs. I am also working on a final trailer for the game. I plan on having a release date sometime early this week, and the game should be out before the end of January. I have found myself to be incredibly bad at setting release dates/time frames, although lately I have had some increased success with scheduling things internally. Regardless, I cannot imagine anything preventing the game from being out in January at this point.
Some other things I have been working on recently:
-Additional characters (of which there are two: Sketch and Slime-O)
-A tips system to help out new players. At this point, that is pretty much everybody :-)
-Some hints for special item locations.
-Screenshots are now saved as compressed .pngs instead of massive .bmps.
-Many, many bug fixes/tweaks and level fixes.
Cheese and Bacon Games (and Hubert) would like to present a brief video, as a spectacular protest. A protestacular!
We are protesting (and trying to raise awareness of) SOPA/PIPA, some legislation currently working itself through congress. Wikipedia has a nice article that explains these laws, and why they should not be passed.
Check it out. Spread the word.
Not sure if id (I assume they still own the copyright on Dopefish?) would sue me or not, so I should probably not leave that in there…
Finally, enough of the game exists that I have been able to create a gameplay trailer that shows tons of never-before-seen levels, enemies, and features!
You will see:
-A perilous climb up a mountainside!
-The mysterious J-Balloon!
-Sea turtle riding!
-The evil Captain Dakkar’s secret fortress!
Happy belated Thanksgiving, folks! This trailer showcases a sort of… hidden level: Desert Walk. Your objective is simple: reach the other side. The only thing in your way? Miles of desert, with the occasional bit of ground jutting out into your path. This level might be a reference to something.
If you were hoping for some more juicy “when will the game be done” kind of news, then you are in luck! At the end of October, I was hoping to have the game done by the end of November. I was on track for this date, and things were going swimmingly, but then I got sick, and then Thanksgiving came (which, in retrospect, should have been better planned for in my schedule). Thus, the game’s release date is now “sometime in December.” Unless my house is hit by a meteor, the game will be out in December. Probably sometime before the middle of the month. I have a little Christmas update that I want to get out, so I plan to move on to that as soon as the game is out the door.
Later today, I plan on making a new gameplay video, as there are not nearly enough of those yet. It will showcase some of the new levels I’ve created since the last gameplay video (which is pretty much all of them!)