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Showing posts with label site. Show all posts
Showing posts with label site. Show all posts

Sunday, July 21, 2019

July News (Artscape, Charm City Meadworks, Social Media, and Bloodjak II)

Hello! It's been a busy month, and I just want to take a moment to poke my head in and address the many game projects and events I am juggling.

Regarding Underground Arcade and our events, past and future

First of all, thanks to everyone who attended Gamescape at Artscape this past weekend! It's a favorite event of ours (being Underground Arcade Collective), and that is largely due to the people. I personally loved watching many of you connect with our work in some fashion over the course of the festival. Shout out to IGDA Baltimore's Jonathan Moriarty for doing a stellar job of running the event.

Final high scores for the weekend are as follows:
  • Bloodjak II - 11,070 pts - Dom
  • Soul Eater - 6728 pts - Liz
  • Diablow - 14,264 pts - Stephen
  • Star Kid - 5443 pts - Kai
  • Aaargh! Condor - 1490 pts - Mr. Older
  • Koi Puncher MMXVIII
    • 30 Koi Punched in 1 minute - Brandon
    • 62 Koi Punched in 2 minutes - DDD
  • Monster Truck Power Fantasy - 47,600 pts - Dom (again)
  • Astro-Path - 6000 pts - Conlan
  • Fungilluminati - 2440 pts -Taylor
Those are some big numbers! I am impressed by everyone's performance. 

We will be showcasing in Baltimore again at Charm City Meadworks on August 14th! Facebook event details are here. We can't wait!

Speaking of Underground Arcade, you can now like us on Facebook (here) and follow us on Twitter (@UnderArcade). We're running for our third year now, and a social media presence has long been overdue.

If you're looking for our games, mine are here, Stephen's are here, and John's are here.


Regarding Bloodjak II

My apologies for the lack of Bloodjak II devlogs. You can better follow the game's progress on Twitter (@BloodjakII). The game is still set to release on August 1st, which means that little time can be spared for devlogs. While I hate to leave folks relatively in the dark, the game will be better for it.

I had a blast sharing the current build of the game as part of Underground Arcade's collection last weekend - we're on the right track, and I can't wait to share the game with the rest of the world.

Friday, January 6, 2017

Gewgawlicious and the Posterity Archive

I released a new jam game a few days ago! It's called "Gewgawlicious." If you follow me on social media, you already know this. I'm out of town at the moment, and haven't been able to actually blog about it until now.

It's a short comedic sandbox game. An engineer leaves on a milk run and entrusts you with his gewgaw machine. You shouldn't touch it, but you touch it.

You can play it on *gasp* THREE websites:
Glorious Trainwrecks
Gamejolt
itch.io

I created it in 12 days for the Sekret Santa 2016 Game Jam over at Glorious Trainwrecks. All participants submitted a wishlist of things they wanted in a game. We drew lots, and then had to make a game for a person based on their wishlist. Y'know, Secret Santa style.

My prompt for the project was that I had to make a playground full of gewgaws that would interact with eachother. As someone who generally dislikes sandbox games, I definitely appreciated being dragged out of my comfort zone. Especially after making a game that was long, dark, hard, and violent, it was really nice to make something short, lighthearted and accessible.

It is also the first project I've made to feature live recorded music and fully voiced sound effects and dialogue by yours truly. It was a ton of fun to do!


In other news, I've reorganized all of my unfinished and old games under a single page: The Posterity Archive! Most of it is stuff that's already been available on the site, but I've decided to make Blasterman and Apocalypse downloadable again. I'll be sure to dig through my hard drive and see if I can find anything else of value. If you want to play some awful but entertaining trash - it's there, waiting for you.

Wednesday, October 29, 2014

Devlog Update (Toilets, Meat, Drugs, and Gender/Romance/Sexuality)

Life's been preventing me from writing as much as I'd like. There's a lot I'd still like to say about Gamergate, about conversations with strangers, about gamer identity as a capitalist construction, and about soda pop and self destruction. Sadly, I've got no time for any of that. What I do have time to do is fulfill the bare minimum requirement for this blog's existence, and update the devlog for Toilets, Meat, and Drugs and The Void Hero Blues.


I'm currently in the process of implementing NPCs and writing dialogue for Toilets, Meat, and Drugs: A Pink Monster Story. I never set out for the characters of  TM&D to be well-developed, or for the story to be profound. However, as I write for TM&D, I'm beginning to notice that themes of queerness, sexuality, and androgyny are sprouting up through the cracks. This is a pleasant surprise.

From the beginning, I had vague androgynous intentions when designing the game, mostly with the aesthetic (I'm going to combine pinkness, cuteness, and hearts with terror, explosions, and BLOOD), but it was never anything serious. I didn't set out to make a strong or elegant ideological statement through the game. But the ideology seeped through, and continues to.

For a while, the game steered clear of sexual/romantic themes altogether, until I recieved feedback for the original version of the game and playtests of the upcoming version. During that time, at least one person referred to the game's charming mechanic as "flirting," While I didn't original conceive of the mechanic as such, from that moment onward TM&D became a game about flirting.

The game's aesthetic, combined with the game's heavy mechanical focus on flirting, reproduction, and physical change, have naturally influenced the way I write for the game. Because of the aforementioned mechanics are so prominent, the characters must refer to them fairly frequently. Meanwhile, because I've felt reluctant to directly impose a gender on the player character,  and because the player character is capable of flirting with nearly everyone in the whole game, I haven't assigned a gender to anyone in the game (with the exception of the one human character). Essentially, the world of TM&D is one in which, if sexuality isn't experienced by the player, it is at least implied, and, yet, gender is virtually nonexistent.

Now, if you are expecting this game to be primarily about queerness, sexuality, romance, or androgyny, or if you expect it to make a profound statement about any of these things, you're going to be disappointed. That was never my intention with this project, and I am not the most qualified person to make profound statements on these topics. However, while my exploration of these themes may be shallow, they are themes that aren't typically explored in games, and certainly not in this manner. It may just be icing on the cake, but icing is still really fucking tasty, and it's the good homemade stuff you don't often get your grubby hands on. Just remember that it doesn't have any nutritional value. I don't want to sell the cake as something it isn't.

MEANWHILE...!


Regarding my student project, The Void Hero Blues, I'm mostly focusing on modelling, texturing, rigging, and animating the art assets, and implementing them in game. I don't have much else to say about my work on this one, so I'll let the pictures do the talking.

Both of these games should be done in time for the holidays, for whatever that counts. Just a reminder that the rest of my games can be found here. Follow me on Twitter @alchiggins, as Twitter's become the primary way I engage with the game development community. Cheers!







Sunday, June 1, 2014

also follow me on twitter

I just set up a twitter account. Follow me on twitter @alchiggins for more developments updates, recommendations, and the like.

Wrist recovering, many games recommended!

Hey, so it looks like my wrist may be recovered as soon as a month from now. What's more, I was just changed from a full-arm cast to a short-form cast, allowing for elbow usage, and I was given permission to use my right hand for computer operation.

I still don't have amazing dexterity with my right hand, and using it is fairly exhausting, but I am now better able to type and use a mouse. So, I'm pleased to say that I'm starting to slowly hack away at Waker again.

I won't be able to run at full speed for another month, but hey, I'm running. 

In other news, here's some free games I've played in the last month or so that are worth checking out. Fun fact: you can play all of them with one hand:


I Move the People by C. Hughes

An interactive fiction game about life as a human, and life as an elevator. Kind of beautiful.



Death of the Augnob by Jake Clover

Short punk adventure about the death of the Augnob. Clover always does good sound design. Ugly and engrossing as hell. 



Exit Fate by SCF

An oldie, but a goodie that I've rediscovered. I've gotten pretty tired of high fantasy JRPGs, and high fantasy most-things, but Exit Fate is just too damn good. Intrigue? Epic scale? Unique, simple, elegant battle system that evolves and stays fresh from beginning to end? Exit Fate's got it all.



Mogeko Castle by Mogeko

A self-described "prosciutto adventure game" by Mogeko, who also made The Gray Garden and Wadanohara and the Great Blue Sea, translated by vgperson. You play as Yonaka, a high school girl trapped in a castle filled with cute but perverted creatures called Mogekos. You will laugh, you will cry, but you will mostly be uncomfortable. 

Wednesday, May 14, 2014

Wrist Broken

Just yesterday, on my bicycle, I hit the side view mirror of a parked car, spun out, and hit the ground at full speed. There's a small bone in your wrist called the scaphoid - in my right wrist, I currently have two.

Doing anything is really difficult. My ability to use a computer is severely limited. Currently, I am typing with my left hand alone. I just tried to continue work on Waker - the process was agonizing, tedious, and frustrating. I'm not sure if I'm willing or able to continue development for the time being. Progress on The Void Hero Blues is definitely on hold.

Also, my ability to play games is severely compromised - I will not be able to recommend games at the usual rate either. If you know of a game that can easily be played with one hand, please let me know.

All of that being said, I am determined, determined, damn it, to accomplish some sort of creative work as I recover. I do not yet know what it will be, but I'm not going to let this injury get the better of me. To hell with that!

 Hopefully I'll be able to resume this blog and my game development shortly. Thanks for your patience and readership.

Wednesday, April 30, 2014

Old and Unfinished Games Added

     As promised, I've finally finished uploading a whole bunch of old and unfinished games, some of which are 9 years old. I've been making games for a long time, and my golly, I've made a whole lot. Sadly, this doesn't even scratch the surface of the best work I've produced during my teen years - a lot of that is forever lost. I'll tell you that story some other time. It's not a bad one.

     Anyway, I uploaded a whopping nine games, including:




Unfinished 3D adventure game, the spiritual predecessor to Waker. 




Unfinished platformer commissioned by a kid I once knew.


Unfinished tactical shooter of surprisingly sophisticated design.


Wintery arcade shooter. Run over people, in a sled!


Grenade-filled science fiction epic I made when I was a kid. No, that is not a typo. At least, not anymore.


The first game I made, and the sequels it spawned. Man, what a franchise.

      Enjoy! As usual, these are Windows only. Really sorry, I plan on making stuff in Unity and Twine in the future for those of you using alternative operating systems.

Monday, April 14, 2014

Void Hero Blues, Site Updates, RIP Freeindiegam.es

Here's some more screenshots from The Void Hero Blues. If I can get away with making this whole damn thing with cubes, I swear I will. Can I say how much I love bump maps?






Also, I've been tidying up the site a bit. The "games" page is a lot more user friendly, and you may have noticed there's a whole bunch of new entries with the text, "coming soon". I've decided, for posterity's sake, to upload a bunch of old and unfinished (playable) work. Unfortunately, some of my best stuff from my teen years has been forever deleted, but what I've presented what I've been able to salvage. I'll be uploading old games as I have time. Stay tuned!

I also want to pay homage to freeindiegam.es, which recently was shut down. Most of the recommended games on this blog I originally found on that site, and one of the happiest mornings of my life was when Terry Cavanagh shared Digital Toilet World. It was a real special website, and if nothing takes it's place, I'm half tempted to spearhead an effort to help replace it. Terry, Porp, Stephen, Tim, Aquin, and Noyb, thanks again for two years of fantastic work. You're some of the coolest sons-of-guns there are.

Wednesday, July 10, 2013

Waker Project is One Year Old

     As of yesterday, Waker has been in development for one year. I really do mean to write less about its development and write more about other games and game development theory (you generally prefer reading that stuff - I know!), but Waker's birthday a significant event for me personally. I don't think that I've ever worked more than 9 months on a game before scrapping it, and I'm pretty happy with all of the progress I've made this year. May the next year be even more fruitful!

     I'm going to write something cooler next time, I promise. In the meantime, here's some screenshots charting the game's graphical development over time.






Friday, March 15, 2013

1000 hits

I mean, in the grand scheme of the internet, 1000 pageviews is small fry, but damn it, it's something, and I really appreciate it. Thanks for reading this blog, and for reading my column on Beta Fish you've been doing that too.

I will write something soon. In the meantime, here's a Ze Frank video of True Facts about the Baby Echidna.

Also, there have been 50 posts previous to this one. Coincidence?

Wednesday, January 16, 2013

Redesigning Site, it'll look sort of ugly for a bit

I'm in the process of redesigning the blog, and blogger applies some changes automatically, it looks like. So, bear with me as it changes.

EDIT: Yeah, will definitely have to take another look at the color. Also need to replace that old echidna graphic with something that actually looks good. The site should be looking sexy by the weekend.

EDIT 2: Besides that echidna graphic, I am mostly satisfied with how it turned out. Excellent.

Sunday, July 8, 2012

Games Page Added!

Hey, you. Do you see that little tab up top that says "My Games"? Good.

On that page you'll find information on my two current projects, as well as a couple of old games I made in high school, just for the hell of it. Check it out!

Wednesday, July 4, 2012

Welcome!

Welcome to Sassy Echidna Software! This is essentially a personal blog with an emphasis on my work as a game developer. I have not completed a project in two and a half years, and starting this blog to help motivate myself to actually make something playable.

Sloppy collage of screenshots from unfinished games I've made over the past two years in a desperate attempt to prove that I actually know what I'm doing.


Once I've actually published something good, I will start hosting my games on this site. I hope you will enjoy them!