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Week 10 | Motivation

Hello, zooi here ✋. We decided that we are too slow, and that we just want to finish this godforsaken videogame already. We've set ourselves more concrete deadlines to prevent distractions from slowing us down and to shorten development time. These deadlines don't come with any penalties other than a severe sense of guilt and disappointment, which we figured is sufficient.

Please insult Dikkiedik for designing levels that need 8K background images. Alles is zijn schuld.


Ongoing projects
Madness Interactive Reloaded Custom game engine People Playground
Madness Interactive Reloaded Development progress 0%

Dikkiedik

They told me they fixed it!! IT'S NOT MY FAULT (internet meme)

This week

I have finished the final animated cutscene for the game. In this cutscene, there's going to be a huge explosion. This explosion will be done by Koof, so I'm done with animations for now. I had to draw a new background for the last cutscene because of a mistake I made in the storyboard, so that's all fixed now. Ik maak van die foutjes de hele dag.

Next week

I still need to draw just one final frame for a cutscene before I can move on to the editing phase, where I'll add sounds and music and stuff like that. ALL of the cutscenes are probably done at the end of this month. We're SO very close with finishing this game. The cutscenes were probably the hardest part for the artists, so things will progress a lot faster after they are finished!

Armor

I guess it's time for a cool armor combination.

Combo3

I honestly wish to remake every single armor piece we have. These drawings are really old at this point, and I was not very good at 2D art when I made them. I have improved quite a lot since then, so I really should remake them at some point. I think this will be something for a future update when the game is already finished. I just have to prioritise finishing the game first.

Aardigen vis

And that's it for this week. I hope to see you in the next blog!!!!!! The game is almost finished I SWEAR VERDOMME

zooi

Making videogames

I want to make videogames all the time. I've preferred making games over playing them for as long as I've been able to program. I have so many things I want to make before my body gives up, but we only have a limited amount of time. Every time I start working on something, I've already started looking at something else to make. This is a very common problem and I'm sure you've felt it before. I limit myself to working on four separate games at once, otherwise nothing will get done. For the longest time now, the in-dev game list in my mind has included People Playground and Madness Interactive Reloaded. So it's probably no surprise to anyone that I am kind of sick of working on them. No other games I've made have remained on the list this long. PPG keeps reeling me back in for some reason. Sometimes I get the urge to add cool items, maps, or features to it.

MIR, on the other hand, does not. At this point I'm almost only working on it to get the game engine in a production ready state. Don't get me wrong, I love Madness and I really like Madness Interactive Reloaded, but I never intended it to be this extensive. It was meant to be a simple, modern take on Madness Interactive, and it has since evolved into a Madness game framework of some sort. The campaign the game comes with feels like just a sample of what's possible with it. This is great and all, but it is somewhat demotivating when something strays so far from the path I've been imagining (even if it is an improvement).

People Playground

The activation system is not ready yet especially because I've been working on a new map, which is surprisingly fun to do. Here's a short video of the WIP state of things. Please excuse the crackling audio, the ambient sound effects are unpolished.

Making this map got me thinking about the map editor and how it'll most likely be impossible to have lightmaps as nice as Substructure and other new maps. We'll see though, maybe Aspa102 and I can figure something out.

🧅 library

Progress is going according to schedule. I'm in the process of adding a bunch of widgets, so it's almost ready for use in Madness Interactive Reloaded and all my other projects running on the custom game engine.

Koof

Hello

I got quite a lot of tasks done this week.

I'm done working on the assets for Transportation. PLUS I finished a new level Debarkation which was surprisingly fast, so I'm currently working on a new NEW level Termination.

There are some fire animations I might have to animate for Debarkation, but maybe I won't have to. I hope I don't need to animate more fire, I don't want to, please help me, Krita is so annoying to work with, why can't everything be as consistent as Blender?

Here is the asset I had to create for Transportation:

train

It's a cute train based on Dikkiedik's concept art :)

Yes, there will be a train level, I don't know if this counts as a spoiler though. You haven't been warned

NEXT WEEK I'LL

Next week I'll probably be done with Termination, I hope I'll have enough time to work on editing some level textures for some little story fixes. If I manage to finish ALL OF THAT somehow then I'll have to animate another explosion and some more fire again :(