Monthly Archives: January 2018


It’s 2018!

It’s officially 2018!  With a new year comes new hopes and dreams and ambitions — 5% of which will probably get accomplished or worked towards.  Despite this, I think it’s still important to establish these goals.  Anyway, this post will go over how 2017’s game development went and things I’d like to shoot for in this new calendar year.

Battle High 2 A+

I started 2017 by showing Battle High 2 A+ at MagFest.  It was an exciting trip, although a little stressful.  I really enjoyed showing the game off to potential new players; in fact, I did again at the Pittsburgh Retro Gaming Convention in March followed by a small tournament at ReplayFX in the summer.

Besides showing the game off, I also wanted to try and get a new character in the game; however, I got distracted by TrueSync, which I’ve mentioned in previous posts and will discuss later in this one.  The big issue is that adding new character isn’t cheap, especially this one as all of the sprites aren’t finished.  I could try and release the character as paid DLC to make up for some of the cost; however, that involves extra work — integration, VO, new music, etc.  I’m not going to say that the new character won’t come in 2018; however, it’s definitely lower on my list of priorities.

In 2017, however, Stream Greenlight was replaced by Steam Direct, allowing indies to publish their game onto Steam for a small fee, so I spent a small part of November and December releasing the game on Steam, so though I didn’t get a new character into the game, I did get it released on a new platform to hopefully expose the game to more players.

I’m not sure what my goals for Battle High 2 A+ will be in 2018.  I’d love to get the new character done, update the 3D backgrounds, or get netplay working; however, these are all currently low priority to me.  I’m super grateful for the fans of the game, and I know I could do a lot more to make the community grow; however, I want to move onto new ideas, a lot of why the TrueSync stuff was such a distraction though a very good one.  I’m not going to say the game is dead and that I’m never going to work on it, but I’m not going to promise tons of new content or changes either.  I think the most I will do is work to make sure all versions — itch.io, Game Jolt, Steam, and Xbox One and all consistent and up to date.

Project MerFight

Project MerFight was a rough part of 2017.  For awhile, I wanted to work on a tactics RPG with fighting game elements.  I learned a lot about art, pathfinding, and more; however, as I worked on the project, I just felt overwhelmed, that it was too big for me to take on by myself, that I was focusing on areas that just don’t really interest me that much.

With that, I made the difficult decisions, despite months of work, to put the game on hold indefinitely.  I think what this helped me realize is that I should really only focus on games and aspects of them I’m really passionate about, until I’m able to — if ever — build a team to help me in these others areas.  As much as I enjoyed Namco X Capcom, which was serving as a lot of my inspiration, there were features I just wasn’t excited to implement or felt overwhelmed trying to.

Though it feels like a failure, I think what I learned will ultimately help me and future ideas improve.  This if, of course, if the information is well documented, something I also want to improve in 2018.

TrueSync

In a previous post, I mentioned TrueSync, a online rollback framework for Unity3D by Exit Games, the company behind Photon.  Although not perfect — it’s still in beta — I think it has great potential to democratize deterministic online gameplay for a lot of developers that, like myself, find it rather difficult to approach or are unsure where to start.

I spent a lot of time working and experimenting with it.  I made a prototype fighting game using it called ProtoFighter; however, I also want to learn and improve my art and animation skills instead of a majority of my assets being from the asset store.  I’d really love to get my own fighting game framework fleshed out so that I can create new games using TrueSync more quickly.  This will take some time; for example, I refactored a lot of ProtoFighter so I could make it more extensible with other types of games, and there is still a lot of refactoring work to do.

2018 Goals

So 2017 doesn’t sound too exciting.  I focused on showing off Battle High 2 A+ and learning TrueSync and chose to “pause” a game idea; however, I did a lot of other things too, but they are all small prototypes, difficult to organize in any meaningful way.  Battle High, Project Merfight, and TrueSync are probably the most important when it came to my independent game development.

Anyway, here are some goals I’d like to aim for (not necessarily hit) for 2018:

  • Develop my fighting game framework and create a prototype with TrueSync
  • Show off a new game, prototype, or Battle High at another show, maybe one not based in Pittsburgh
  • Submit a new game idea (not a finished game) to Xbox One for the ID@Xbox program
  • Better self-care — sleep & exercise more, eat healthier, etc. (really, these are life goals but a new year always reminds me that I should be doing them as I get older)
  • Better my visual art skills — shaders, Substance, animation, etc.
  • Write more posts and/or tutorials as well as try dev streams.
  • Submit a talk to a conference — and do it NOT on the last day for submissions

This isn’t the most exciting list, and I know I won’t hit all of these.  Every new year, however, reminds me to step back and really observe and update and pivot on what I’m focusing on.  Since one of my goals is to write more posts here, hopefully I’ll write about my progress soon!