Starting with Kelsie and I. We'd started doing games together under CakeNeq while dating, as something to do together, something productive. I'd been making games under the name Design By Chris for a long while before that, but decided we needed our own label, to commemorate the new era, and direction, of the games we were to make. Recently, Kelsie and I had a personal falling out, leading to us parting ways, both in a personal and 'professional' sense. I wish nothing but the best for whatever she goes on to do, and I hope everyone who supported us as a pair will continue to follow and support us both individually.
For now, I'll be continuing to work under the CakeNeq title, trying my best to pull double duty until I can manage to swindle someone into taking Kelsie's place in CakeNeq. You're all gonna see how essential Kelsie's art skills were in CakeNeq, as mine are rudimentary at best. This is part of the reason that CobWoyyz is being cancelled. CobWoyyz was really a product of the dynamic between Kelsie and I, so with her no longer being a part of CakeNeq I've decided to move on to a different project.
Which brings us, to the last point on the list!! The new project. I've been playing around with making a game inspired by DooM for a long time. Origionally I'd planned it as a 2.5D FPS about bounty hunting demons and aliens. After alot of tinkering and playing around with design, I've modified the idea a lot, and I'm sure it'll change alot more before it's complete. All that backstory aside, the new game being worked on at CakeNeq is Doomer Of Worlds. Doomer is about a low level Repairs and Maintinence Technician aboard a starship that has been overrun by creatures from the great beyond. You, the player and your small team are tasked with restoring order to the ship, eliminating the hostile forces, and completing the ship's mission, whatever that may be. Doomer is currently slated as a top down shooter, utilizing mainly projectile based combat, featuring an amount of enemies, weapons, and levels that are, at this point, still up in the air.
I'd like to put out a web based game-play snippet when the framework is a little more complete (and when shotguns actually work) and plan on working out at least a weekly update, at least to let people know what is happening with the development process.
Thanks,
Wyatt White
Writes the codes and stuff