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Devlog 76: Last Written Devlog






As Sahand couldn't make the devlog this week, here's what he did.

Just to explain, I write down things to be done each week in a spreadsheet on google drive. Sahand then puts them in green once they're completed:











Hello, everyone!

Tony, here, doing all sorts of things sound-related.  This past week was fairly low-key.  Music for the game is on hold at the moment.  However, a good chunk of Sound Effects were created and mixed.  A sound effect that I’m really looking forward to people hearing involves the use of a Movie Projector and a VHS Tape Deck.  Being a sound designer can sometimes be just as much fun (and require just as much creativity/innovation) as creating new music!  Other than that, I spent a great amount of time with my family for our Christmas celebrations (with New Year’s just around the corner!).  If you celebrated Christmas or any other Holiday over the past week, I hope you had a great time!

I’m hoping to communicate with everyone who is following the game even after the devlog process switches to a new routine (see below).  There will still be music postings, I’m sure, and I will definitely keep everyone updated where I can through my own Twitter.

Stay tuned as the game progresses!

Merry Christmas, Happy New Year, and Happy Holidays!
Cheers :)

-Tony









So I’ve come to a decision regarding the devlog, we’ll stop with the format we’ve been using during the last year.

For me, the devlog has always been about having some interaction with other people following my project. Lately, however, there has been very little interaction.

Now there might be many reasons for this, maybe because what’s written isn’t interesting to you guys, or we’re writing too much or not enough, or there’s nothing to say about what’s written or whatever reason why people are not participating. There’s one thing for sure though, it’s not working the way I would like it to work.

So in those situations you can either blame what’s outside of your control zone or take responsability and figure out what didn’t go according to plan.

So I’ll be switching to a video log. A few people around TIG have been doing this so I’ll go ahead and give it a shot.

I’ll be doing those devlogs once every two weeks so that there’s enough change from one build to another to warrant making a video about it.

We’ll then see if people react more and participate more with video devlogs.

Another possibility, be it at RPGMaker.net or TIG, is that there are too many of us “hugging the spotlight”. This means that we have a shared space which is saturated with texts and devlogs that get bumped out of existence faster than you can say “bump”.

This is the reality of things as we all have different standards as to what enough content is sufficient to worth blogging about.

This being said, I’ve also decided to purchase the domain www.supertoaster-x.com . I can’t picture a “serious” project without its own website anyway. If the website catches up, I might end up taking all the development news over there exclusively. We’ll see!

The domain will become my own starting Dec. 31th. I’ve started thinking about what I want the website to look like so we’ll see how that goes. I already have someone working on the website so I'll have something to show soonish I would think.

Game design wise, I’ve been commenting the level design with Sahand, the programmer for the game. I’ve also been working on the background which is something which people have mentioned needing work for quite a while now.

A few pretty pictures:

New copter death animation. There's actually the new copter too but I can't find it anywhere for some reason! Anyways, if you're interested in the artistic side of things, I'm pretty active on the twitter account (weekly at least) and I put my progress over there.


And more progress on the sewer stage:


And more progress on the title screen (by Aaron Hazouri):


Alright, that’s it! I hope you enjoyed the final written devlog. Next time we’ll be doing video devlogs.

Yours,
Z.