Progress has been steady, I swear!

Since the last time I posted here, I put a lot more work into my engine framework. I have a whole Linux build system setup, so future games should all easily have both Linux and Windows builds. I also very recently came into a free Mac donated by a generous family member, so I have plans for a Mac version of my engine as well.

A small amount of work was done for a new Hubert patch. Nothing very exciting, but I need to finish that up and release it at some point.

Work on the massive new Bit Beast update was ongoing for a while, but has been on pause for a number of months now. It is essentially in beta status, and I just need to do some further testing/bug fixing before releasing it.

Work on Hestia continued quite rapidly (after I finished porting it into the newer engine) for a couple of months, until January. In January I got pretty sick, and spent a ton of time working on a “for fun” project that was basically just flying around in a spaceship and fighting other spaceships. I steadily added features and refined the flight/combat mechanics until I realized there were the makings of an actual game there. I started working on a design for the new game, which became Galaxy Chomp, a roguelike-like space game. Since that time I have been focusing purely on this, as I think it is a simpler (and quicker) project than Hestia. So Hestia is on the back-burner for a little while, while I work on Galaxy Chomp. I tried an (unsuccessful) Galaxy Chomp Kickstarter back in February. I did manage to get some really good feedback on the project due to the Kickstarter though, and I have since been working on addressing some of the complaints/thoughts that I got. I am currently closing in on all of my goals for another Kickstarter attempt, which include:

1) Fully design the game down to the numbers (a more in-depth design than I have ever done before, again!). This is complete.
2) Implement large chunks of the gameplay mechanics and systems. This is somewhat random, as I have chosen things that are either easy to implement or add a lot of value to the game to focus on. This is complete.
3) Implement anything/everything needed to make the game a Game. Win and loss conditions, and anything needed for them to work. Dying/losing is in, but I need to add in the win condition stuff and some other related things.
4) Have the game procedurally generate some decent graphics. This is done for ships, but I still need to get it working for spatial features (stars, asteroids, etc.)
5) Fully design and implement the UI in basic form (minus polish/prettiness). This is coming along, and isn’t very hard, but it needs a little more work.
6) Get some music (probably just one song) for the game/trailer(s). I am considering paying for some pre-made music for the game. I’ve already got a whole soundtrack figured out, and I really like the direction it is heading.
7) Test/bug fix/tweak a little more. This is obviously ongoing and will be the last thing I work on, after all other points are complete. I want the game to be fairly stable before trying another Kickstarter.

Once all of the above points are done, I plan on trying Kickstarter again. In addition to all of the stuff above, which is about making the game/design more complete and prettying it up a bit, my plans for improving the new Kickstarter’s chances over the last attempt include:

1) Significantly lowering the amount asked for. I was asking for enough to fully support my family over the estimated duration of development. Instead, I am going to ask for the equivalent of a part-time job in funds.
2) Much more information about the game/design. I plan on greatly expanding the existing Galaxy Chomp section of the website with all sorts of information about the game, including lists of items, stats, flavor text, etc.
3) A better video with more gameplay footage + the new music.
4) A downloadable prototype of the game immediately available to everyone.
5) A greater promotional push on forums, websites, etc. The last try was already a much better attempt than the Hubert one, but I want to do even better.
6) More interesting and frequent project updates on the Kickstarter itself. Ideally I would love to start up a daily dev blog or something and post these on the Kickstarter. This might even carry on after the Kickstarter if it seems to interest people.
7) MAYBE a firm commitment on a Mac version. This may have to come later, though.