Hey guys. As of right now, I'm putting Rogue Kilobyte into hiatus. You might be wondering why, so I'll explain. Currently I'm working 9-10 hours a day at my day job. I'm working so many hours and taking so many shifts because I'm saving for new computer that'll cost me in the range of $1,500 - $2,000. And due to this, I can't really get a lot of work done on a game with such a high scope. Technically, Rogue Kilobyte is my most ambitious project to date, and I can't work on it consistently with such a small time frame. I go to work from 6AM-4PM, 6 days a week. So I already lose 10 hours. I need about 8 hours of sleep to stay healthy, so there's 18 hours I can't work. That leaves me with 6 hours of free time each day. I'll be transparent with you guys. I'm the procrastination champion. 6 hours in gamedev time isn't really a lot of time honestly. Even if I'm not procrastinating there's not a lot I can get done in just 6 hours. Also, I'm not trying to drain my sanity a ton. My day job isn't really fun, sleeping is just unconsciousness, and if I were to work all 6 hours on Rogue Kilobyte, I'd just have 16 hours of boredom/stress and 8 hours of unconsciousness. This is kind of why I've been keeping Rogue Kilobyte's development on the down low. Because I knew something like this would happen. I'm not really sure when the game's development will continue but I assure you, the game is NOT cancelled! I'm just taking a break from it for an indefinite amount of time is all. I hope you understand. This isn't saying I won't be making games though. I'm actually thinking of some more projects that are just less ambitious than Rogue Kilobyte, that's all. Stuff that's less stressful. So yeah, that's pretty much it. I'm sorry if some of you were really looking forward to it, but someday I'm sure you'll see the game's release. :)
TL:DR; Rogue Kilobyte is in hiatus for an indefinite amount of time. It's not cancelled, but development is paused. I'll be working on some less ambitious projects in the meantime though.
Hey guys, thanks for coming back for another devlog. So to be honest, development on Rogue Kilobyte has been slow as hell. Like I mean slowwww. But like I mentioned before, I was recently transferred to full-time at my day job and when I get home I tend to want to relax rather than work some more. That's not saying I haven't been working on Rogue Kilobyte though. In fact, I only have 50 more rooms to create until the first build will be complete! I don't even want to think about all the other stuff I need to add though -_- so I'm just not going to think about it!
In more IRL news, my booth will be open at the Shindigs Event Center in Brewer, Maine on October 27th and October 28th. So if you're in the area and want to stop by, feel free to do so. Although I know most of my fans are nowhere near New England. I may livestream as well if you guys want to tune in. I'll also be doing a "vlog"-like thing for the IRL channel (even though none of you guys sub to that lol) but I want to document it anyways. That's pretty much it I'd say. There's not really too much going on in real life or gamedev. Thanks for stopping by though!
Hey guys. So typically I take a 2-4 week break after completing a game but I'm making an exception for this one. Before I get started, I do have another side project, but you won't even know what it is or get to see any devlogs on it unless you become a Patreon supporter. That side project will be released on Halloween night so you can look forward to that.
Anyways, now for the new project! This new game is a retro (I know, how original) inspired game with modern elements added to it. It's a procedurally generated, roguelike, dungeon crawler game. The game will take on a Gameboy aesthetic and play as such. The game's main focus is going to be replayability. I want to make a game where I can play it over and over and over and have new experiences each time. That's my plan anyways. I do have an in-game screenshot for you. But once again, if you want to see exclusive behind the scenes stuff you'll need to become a Patreon supporter (sorry, I'm an indie gamedev. I make games, not money.). This time is a freebie though. Enjoy!
Become a Patreon supporter to see exclusive behind the scenes content for this game! You'll also get to play test builds that nobody else can!
Patreon Link: www.patreon.com/realcgg
Nobody has really asked yet, but I'll make this post just to address my reasoning behind this. So at the time I made Last Days, I was 16, tired, bored, and finding a way to cope with the mass amount of schoolwork I was procrastinating on doing. Hmm, how exactly could I procrastinate even more? By making a game of course! (Yeah I know I'm stupid, it's nothing short of a miracle that I graduated).
Anyways, I knew that I didn't want to make a game in GML because I didn't have time to be programming and making the art for everything so I decided to use RPG Maker MV for this small project. Honestly, the game wasn't even meant to go anywhere. I just thought it'd be a fun little thing to work on at 2am on a school night. So after working on it for maybe a week or so I uploaded a little demo to GameJolt to see what people thought. To my surprise, the people there loved it! I awoke to multiple YouTube videos, positive reviews, and players eager to play more of the project. This was all new to me. I had released other projects before that but I've never had people excited for anything I've made.
This got me eager to work more and I already had a Steam Greenlight license but I hadn't used it in the 2 years I owned it so I decided that I would see what Steam thought about it. Unsurprisingly, Steam detested it. Rather than seeing the game for what it is, they decided that since it was made in RPG Maker, it was shit (which to be fair, they turned out to be right in the end). I'll post a few of those comments here.
I'll be honest, these comments hurt quite a bit, but I soon learned that dislikes don't actually matter in the end, Steam just gives you a like/dislike ratio but only counts the upvotes towards being greenlit.
As I was sitting in lunch at school on September 22, 2016, the game was officially greenlit by the community and approved for release. Now this was something that I never would have thought would have happened so I basically shit my pants. Now I had no clue whatsoever how the hell to use Steamworks. I fumbled around with that for literally a week straight because once again, I'm an idiot. Obviously I figured it out, and the game even got media attention for Siliconera! Everything seemed to be going fantastic, for once I actually felt like I was becoming what I've always wanted to be, a real game developer. I would finally be able to have some fans, people that liked my games and were eager for new releases, it was just exciting.
All was well until February 17, 2017... The day I made literally the worst mistake in my life (so far). So I figured that if I wanted my players to better enjoy the experience, I would add Steam achievements. This turned out to be a fucking disaster. I was no longer able to upload my game! I had fucked around with too much code that I haven't worked with before and things started corrupting and going to hell. I would upload a build, send it live on Steam, update the game, play it, boom. I was still in the same location as the oldest version of the game. I had no clue what was happening so I asked on reddit. Somebody had told me that the .dll files of the game had become corrupted and that basically "I was fucked". Comments were filled with "F to pay respects" so I just assumed that the game was done for.
Now a lot of people just assume that I'm a scumbag developer just looking for a cashgrab and that I only care about the money. It'd be stupid to lie but yes, money IS a big factor of game development but that doesn't mean I don't care about my players. What I'm trying to say is that I did like how I was earning money off the game obviously but it was never my intention to screw the playerbase over.
For fucks sake, the game was nearing completion, why would I just make up an excuse and call it quits? That makes no sense. Those comments are always the worst ones to see. The "More like you quit because you had a better idea for a game" comments. That shit hurts. I do this 24/7 on personal projects and that's why you NEVER see those projects, because I don't like doing that to people.
So what does that mean for the future? Well, unfortunately, since Last Days had gained quite a bit of traction, people know about that train wreck and I'll never hear the end of it. With every game I release I get comments from people warning everyone "Uh, just so you know, this guy didn't finish his other project Last Days, so don't expect much from this. Probably just another shitty cashgrab, fuck you dev." I really am trying to move past this. But I can't really figure out what to do in this situation. I seem to have 2 options for game development at this point...
I don't want to start under a new name but it may come to that. The better option is to release Last Days: Necrosis for free and hopefully that will save my reputation at least. The only issue with that is food costs money. Rent costs money. Being awake costs money. I don't know. It's going to already be hard enough to work on the game outside of my job so that means my day will go like this.
So already, that's only 7 hours a day I can work on Last Days: Necrosis and there's no way that will be the case every day. Believe it or not, I actually enjoy doing normal activities and living my life. So it will be more than likely 3-4 hours a day that I can work on the game. Once the game is finally complete, I'd then have to pay $100 to Steam for the game to be put up (greenlight was better by the way, even more shit games are on Steam now.), then I'd have to see all my hard work not be able to help me financially. But in the end, the game will most likely be free because I legitimately do feel bad and I want to make it up to you guys.
So that's why I've removed the Steam page. I know you guys are rabid and will never forget my train wreck of a game, but this is my attempt to have a clean slate. Once Last Days: Necrosis hits, I hope you guys will see that I really do want to make it up to you. Thank you for your time and listening to my ramblings, but that's just what's been up lately. See you guys later.
TL;DR: I was a stupid 16 year old who made literally the worst mistake of their life, and now my entire name is tarnished because of my incompetence. I'll be making the sequel for free probably in an attempt to show that I truly am sorry and it was never my intention to fuck you guys all over...
Hey guys. I'm sure if you're reading this, you're actually trying to keep up with the updates on Pembrey and my other stuff (mostly Pembrey). Well I have some good news! Pembrey is very close to completion! I've also finished Consternation 100% and the GameJolt version now has achievements (which took 4 hours to figure out the APIs) and so that means that every project made in GML will have achievements on GameJolt. Exciting stuff! So at this point in time, I'd say that Pembrey is 95% complete and I have some ideas for future projects so I won't stop making games anytime soon! Anyways, here's some new screenshots of Pembrey to tide you over until final release. Have a good day/night everyone!
I just typed up three paragraphs of what I've been up to but it decided to just kill itself on me so I'm going to summarize what I wrote.