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Specificity

30/4/2016

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Heads up, this is gonna be an introspective blabbering about [SiC]'s direction nothing super interesting about the actual development.

The more I work on SIC the more I worry that I might be making a game that is so perfect for me that no one else will enjoy it. I'm not talking the Jon Blow way, saying that no one will be smart enough to get my game. Kinda the opposite really. 

I think my game might be too dumb for people to like. It's a stupid game about blasting away some odd aliens on a space station. That's about as stock as video game stories go, right? I mean, how many times has that one been done? In any case, that's what it's about, and really the theme of a game are only one part. There have been tons of games in most every genre, but we keep making more because there are more mechanics, more characters, more stories, just generally more things to engage with. While I certainly think that SiC will deliver on things to blast away, I'm not sure if I'll be able to deliver on my greater ambitions of delivering a world that's interesting to inhabit. 

In the end I'd like SiC to be enjoyable on both the level of tehee lets blast apart a bunch of aliens as well as enjoyable on lets find all the secrets and text logs and learn about this world. While I'm fairly certain most will be happy to blow apart  some dummies, I do want make that extra under the surface to be worth it, which is why I'm doing my best to sketch out an interesting little background universe.

Today is working on Lore and background information for [SiC]. It's less technical work, which is fun in its own way. #gamedev #screenshotsaturday

A photo posted by Wyatt White (@wy477wh173) on Apr 30, 2016 at 6:21pm PDT

Anyway, that's enough of my insecurities about SiC. I wanted to take a sec here to point out this game called Potato Planet on Steam Greenlight. It's being developed by Numbat Ninja who's a pretty cool dude. Check it out, maybe give him an updank and help him make it through Greenlight.


Thanks,

Wyatt White
Look, we both know where this is going.
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Another Step Closer (Instagram)

26/4/2016

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Another step closer to release, got a couple more checks off of my beta list. Getting close!

[SiC] is inching ever closer to completion. #gamedev

A video posted by Wyatt White (@wy477wh173) on Apr 26, 2016 at 4:37pm PDT

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Fleshy Walls (Instagram)

19/4/2016

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A video posted by Wyatt White (@wy477wh173) on Apr 19, 2016 at 9:46pm PDT

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Non Playable Interactions

14/4/2016

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Finally taking the time to post a short update to the improvements made to the NPC's of SiC in recent weeks. There's been a lot getting done to ever aspect of SiC, but the dialogue is by far the newest and least necessary element. This post is all about the NPC's of SiC, no mushy pondering this time.

NPC's dialouge. It's really simple, kinda. The player can walk up to peaceful NPC's and strike up a conversation. These NPC's are all survivors, most injured or trapped. Sometimes they'll have a useful bit of info, other times some spare supplies, and almost all of them have bits of lore and backstory to impart.
View post on imgur.com
Every character in SiC has a background each has a lovingly crafted past and while I sincerely hope players take the time to speak to each and explore that element of the game, I also fully understand that every player is different, and I'm one of those devs who'd rather allow for players to express themselves and play with mechanics. With that said. If you like. You can strait up murder any NPC in game at nearly any point. 
View post on imgur.com
What a monster.

Now those aren't likely to be the final effects, those're pretty rough, but that is a promise. A promise that you, as a player, will be able to not only kill, but murder if that's your thing.


Thanks,

Wyatt White
Designer of digital homocide simulators.
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ReRelease

3/4/2016

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I recently tossed up TeleDodge onto Newgrounds (for the uninitiated, New Grounds is a website filled to the brim with free online games), less for people to play it and more to figure out exactly what it takes to get something onto a Flash Portal of consequence.

Turns out, doesn't take a ton. In the first day, it got over 300 views, as of writing this it has 2,487 views and is in the Featured Games section on the Newgrounds front page, even though these numbers aren't amazing when compared to the 10-20 downloads it got from PC and Android. It's pretty clear that something like TeleDodge, a quick and simple little arcade-ey game, doesn't really belong as a downloadable self published PC game, and as for the Android market, well I just don't think it had the flash, polish, or addictive element needed to thrive in the current mobile market, but it turns out that as a cute little browser game, it fits in just fine. Though some of the new players have complained that there are no achievements, which likely won't ever get added (it's complex, and I'm on to new projects), the general reception is pretty ok. It's not beloved by all, but most seem to be liking it.

In any case, I really just couldn't contain my excitement that TeleDodge got a second wind and needed to blabber a bit about it. Look forward, or don't that's ok too, to me getting back onto pretentious blabbing about SiC soon enough. 


Thanks, 

Wyatt White
Just call me Mr. Retcon.
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