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Ultralight Greens

15/8/2016

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First off, a bit of news. In the last 48 hours, a lot of advances have been made with [SiC] mainly in the promotion field. I shot & cut a beta trailer on Saturday, Sunday I launched [SiC]'s Steam Greenlight page which, for those who don't know, is sort of like the tryouts for American Idol, but for indie games. Anyway, I've been aggressively pimping out [SiC]'s page to get as many views, and hopefully votes as I possibly can. We've gotten a few comments on the page.

​Some of the comments have been positive, others have been constructive criticism, others still have just been negative, in any case, I've come into some usability tweaks and options that need to be availabe. Primarily, even from the short GIF's and promo video, some viewers complained that the screen shake was somewhere between annoying and sickening. While I intend the more powerful weapons with more screen shake to impart both a feeling of shooting a big bad gun and a feeling of slight disorientation, I totally understand that this might be an issue for someone with more sensitive eyes or who just doesn't like the disorientation. 

So, rather than double down claiming artistic intent, I decided I needed to add some usability tweaks. Now players will be able to tweak and toggle music, crosshair, particle fading, and now screen-shake.  
View post on imgur.com
Hopefully we pass through Greenlight soon enough and land on the Steam marketplace, and if not, well we'll still be launching [SiC] on October 15.

Thanks, 

Wyatt White
This is my part, nobody else speak. This little light of mine.
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CHEMTRAILS

13/8/2016

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I cut a trailer. You can watch that trailer, right now, right here.
Y'all the beasts,

Wyatt White
I'm all out of bitchin' stories to tell.
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Anxious

13/8/2016

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Warning, this post has some swearsies in it, if that's not your thing, then maybe don't read much farther than this.

I've blabbed from time to time on here about the more personal side of developing games, about the insecurities it brings out or the stresses of working insane hours for months strait, and today I'm going to blab a little more about something new to me about development. 

I've been working on SiC for just shy of a year now, and I'v hit an incredible new problem. I'm afraid to finish it. Most of my games in the past have been small projects, the largest that actually released was Monotaur took about 5ish months (and ended up being basically hot dogshit) but most of my other projects have been 1-4 months, give or take. All of my other releases have really been half baked. It's rarely that I feel the game is done and ready to be released, it's more that I'm sick of tweaking it and can't contain my excitement for others to play it any longer. SiC on the other hand, I'v been tweaking and fixing a near complete version of for almost a month now and, while I'm sick to fucking death of tweaking it, I'm not excited for you all to play it. 

I'm not sure if the different feeling comes from me having said again and again that this game'll be the best one I've made yet, or that it falls into a more traditional core gamer genre, but either way, I'm terrified of development coming to an end. The prospect of releasing SiC and finally having to come to terms with the fact that I'm not a special snowflake dev, that I'm not one of the talented and lucky individuals that get to make this a profession, that I'm just another drop in the Indie bucket, another abandoned listing on Steam Greenlight. It's terrifying. Just the possibility that I slaved for months working as hard as I have as long as I have all to just have it fail after release is. . . well, mortifying. 

Maybe this is all for nothing. Maybe people will really like SiC when it's done, maybe it'll sell actual copies and people will think it's the greatest thing ever. I mean, it won't be the greatest thing ever, but maybe people will connect with it. I sure hope they do, developing more games would be a hell of a lot easier if I didn't have to waste so much time working for cash.

In any case, I'm going to push all these thoughts down deep in the back of my mind at least long enough to make SiC's planned October 15th release date. Fingers crossed, I make it in one piece and maintain some morsel of sanity. 


Thanks for reading,

Wyatt
Butterflies can't have strokes, their brains are too small.
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