Okay so I've uploaded a new drawing in the image section.
This is another of the mini-bosses that'll appear in the demo.
The astute among you may realize that this guy and one of my other
(semi) recent drawings are based on enemies from a certain popular
videogame series, and as you can see in the video we posted a little
while ago, there's gonna be a section of the demo that parodies
that particular series of games.
In other news, I'm not really sure exactly where we're at with
the demo. I know i said something ridiculous about it being out
like, last december or something, which was a dumb thing to say,
but at this point I really have no idea. There have been some
roadblocks and I was really stressed for a while, but, um,
well we're still working and maybe this will be a playable thing
We're going back to the drawing board with a lot of the story and
we're almost definitely going to be changing the title, and hopefully
y'll all be hearing from us soon.
Here it is.
It's still somewhat early and all of this may be subject to change,
but here is a look at some of the custom environments, characters
and enemies that we're using.
Stay tuned, further news as events warrant.
Also: Shanghai bought root beer for the first time in several weeks
and it is frosty and delicious. He is also trying to play through
Star Ocean: Till the End of Time and just got to disk 2, so hooray for
I have uploaded some sketches I made while
doing some brainstorming for the dating-sim
minigame that is going to be in the demo, and
will likely appear at various other points in
the final game. I hope to have some more
finished art for that, and possibly some
screenshots of the minigame interface soonish*.
Also, I've posted the monster art for the Keys, a
creature that may (or may not) be basically outright
stolen from a certain extremely popular gaming
Other than that, we're still rolling right along.
Further updates as events warrant.
Holy hell, how has it been this long? Just a quick update to assure people that we are still here, still working on the game and intend to have to demo finished by the end of April.
The Ambulance Factory is our business in the real world, too, and shit has been absolutely crazy for us so far in 2012. Fear not, however, loyal fans of Weed Universe, things have finally begun to settle back down and we're more or less back to our normal routine.
This means we'll be getting back to regular updates and posting media to keep you up to speed on our progress. Expect some screens of the 'Uptown Bobbi Dating Sim' mini game you'll be encountering in Gobbler's Knob by the end of the week, and possibly some clips of the music we're working on, too.
On a side note, we're currently playing the WoW Mists of Pandaria beta, and it kicks ass.
Hey everyone, it's your boy, Hong Kong Reno, bringing you a festive piece of holiday news!
I've posted a game that myself and a friend of mine made some years ago. This was part of a bigger story and is really just a Christmas special episode, but I think it's fun and I thought it would be a nice thing to show the people interested in WEED UNIVERSE, as an example of my (old, sloppy) previous work.
Just keep in mind that this was made quickly and drunkenly many many years ago and is filled with all manner of spelling, grammar, and logic errors. It is also part of a larger story so some of the dialogue references events that took place previously in the plotline.
So I have been working on the sprites for the main characters, which is something we've been putting off because building sprites is such a fantastically tedious pain in the ass. However, we must press on. Next is working on combat roles and each character's unique abilities and weaponry, which I am looking forward too even less than the sprites.
However, I should not be bitching. The sprites are coming along well and we are close to being in the final phases of work for the demo, which is also going to serve us as a model for the rest of the game, so that's good. We're also going back and overhauling the outline of the Gobbler's Knob chapter and making sure that all of the events and crap that we've scripted flow together and make sense and just feel right as far as story and pacing are concerned.
In other news, we bought some hamburgers and right now there are some ghosts in the kitchen cooking them for us while we sit back here in the office and toil, which is highly convenient if not fairly creepy.
I've been done with DS9 for a few weeks so it is onto voyager, which may as well be called 'Star Trek: Ship of Bozos*'. It's just amazing how often this crew manages to just fuck everything up beyond belief.
we have a lot more preliminary designs as well as finished art,
and we're gonna be keeping most of it under wraps for now, so that
a significant portion of the demo will be new to players and won't
consist entirely of stuff that people have already seen here.
i'm not entirely sure if we're really gonna have the demo chapter out
before december, but it will be out as soon as possible, and we're
making some excellent strides, both in the artwork and gameplay departments.
i guess that's all for now. earlier today i bought some peanut butter and bananas and bacon and i'm gonna make some sandwiches.
We have been on the verge of panic with no new Kardashia.
The promise of Kourtney and Kim season 2 carrying us into 2012 is like a warm, delicious blanket of Disick-flavored reassurance, and with the kicker of being able to bear witness to the inevitable disillusion of the unholy matrimony of Kim and the foul Chris Humphries is just the icing on the cake.
In other news, production on the demo is rolling right along. The art for the 'Gobbler's Knob' story is almost done, and we are going to be working on the character sprites and the combat system next. Look forward to a playable demo before december.
Well, to start out, we see that we are currently featured on
the community spotlight. Thanks, bros!
Today, Shanghai Pete triumphed over several technical hurdles as he painstakingly handcrafted several lines of custom script to make Claimh's Cronotrigger battle system to our rigid specifications for Weed Universe 2.
In unrelated news, the dude who coded much of the AI for the cyberpunk FPS 'Hard Reset' is currently here in The Factory getting drunk and preparing to go out clubbing. He does not speak much english.
While all of that has been going on, I personally spent most of the afternoon drawing a foul tongue.
DS9 is on netflix now and that is pretty cool. It has been our constant companion during most of the WU2 outline and planning sessions.