A Kickstarter In need of help! And, preping for OUYA Final Version (and PC / Mac Beta) (OH, and rumors)
A Kickstarter In Need Of Help!
First off - there's a Kickstarter in need of help! Right now, some good friends of mine, Black Raven Comics, is down to the last three days on their Kickstarter, and they're less than $300 from their goal! They're trying to raise finds to finish and publish Issue #2 of Space Pirate Takeo, a highly stylish Anime based comic book produced here in Wichita, Kansas (they also have another series, Stormhammer Saga, that has some flat out amazing artwork, too.) They're at $740 of $1000 - so close!
If you like comics, please take a moment and check out their Kickstarter - it's worthwhile! :-) (Full disclosure: I do worth with the Black Raven Comics guys on other projects from time to time, but not on Space Pirate Takeo.)
Preping for the OUYA Final Version!
After doing the Ouya beta, we got lots of amazing feedback! In fact, more than we planned on - the time between beta and final has taken a bit longer than I had hoped, but I'd rather ship late and be solid than ship early and be ultra buggy.
When it comes to schedule, though, there's also some good news - it's only going to affect the Ouya side of things. With the Free The Games Fund, originally we were going to be restricted to six months of Ouya exclusivity - they changed the rules. We don't have to wait on that period to end to ship the PC & Mac versions, and we only have to wait two months to ship the iOS / Android stuff (by agreement - we won't be shipping Android & iOS betas until after the PC & Mac full releases happen.)
We're giving serious consideration to going ahead and shipping the PC & Mac betas before we complete work on the user side level editor, and releasing the editor as a stand alone package (for free) The advantage is getting it in your hands sooner, and getting feedback on controls on the PC / Mac side more quickly. The stand alone editor has some advantages and disadvantages, so we're still mulling if we're going to keep it in the core like it is now (it's removed for releases at the moment), or go through the extra steps with every update of having to deal with keeping both products in sync.
So, what changed between the Beta and the current final version we'll be releasing next week?
Ladders. Ladders have been the bane of everyone's existence. Everyone hates them. So, we completely redid them (and some physics associated with them.) You can still step off a ladder early - as long as you're below the maximum non-fatal fall distance (which is about 1/2 a Jumpman high) It does a quick raycast when you try to step off early, just to make sure you're within that height. This makes getting on and off ladders easy, but, keeps down the number of random step-off-a-ladder-and-die-heniously deaths.
Tons of little graphical tweaks
Engine performance increase
Tutorial levels for new players
One set of "easy" levels
Diemos Station - Jumpman travels to Mars's moon to take on the Alienators. 7 levels.
Tethys Base (one of Saturn's moons, a set of levels for Red with a brand new way to drive players nuts). 7 levels
New enemies, like the Wrecking Ball Alienator
Better Control Scheme for menus
Jumpman font tweaked
...And much more! This is only a quick highlight of some of the changes. :-)
Looks like we'll end up shipping the Ouya final with 32 "real" levels, plus the tutorial levels, just slightly larger than the original plan for the 30 levels Ouya first full release, and we'll probably top 44 levels for the PC / Mac final. Not too shabby - pretty close to our original plan. Plus, of course, level updates every 3 - 4 months. :-)
I'll release a couple screenshots of the new levels this weekend as a teaser ;-)
There's a rumor that we're doing another game related Kickstarter soon. Yes, it's a true rumor. We'll release more information about the project soon, but we can tell you that no, it's not as large as the Kickstarter for Jumpman Forever - it's about half the size this was. Yes, the project name is Crucible. No, it's not a retro remake of some sort. Yes, it's going to be awesome. And, yes, we'll be releasing information on it after the Ouya version of Jumpman Forever ships. (Including why we're doing another video game Kickstarter after the last one nearly kicked our butts. :-)