Wednesday, January 4, 2017

Maya Breaker Dev Blog: Update 28: From a Clear Sky

Thank you everyone for your patience. The past six months have been fraught with peril. Fraught I say! Not only did I have to move house, but my wife has been sick, and I filled in at a lecturer at Bloomfield College in their game design program. I'd like to thank everyone at Bloomfield for being so kind and accomidating. You can learn more about their program here.

Back to Maya Breaker. I have cleaning up the code and it's looking mighty fine. I just need to refine the boss battles, and there are a lot of them. Game Testers are very much appreciated. Please contact me if you can test.

More soon.

Thursday, November 10, 2016

Maya Breaker Dev Blog Update 27: Back with a Revengence

Hello everyone. Great to be back. Unfortunately several life challenges hit me all at once, as my wife had medical issues, we moved house and I started a new job as a guest lecturer at Bloomfield College Game Design section.

Things were further delayed when we found toxic mold in our new house and had to live in a motel for a while.

Regardless, in two weeks (knock on wood) everything should be settled. The repairs should be done on our home and the semester will be over at college. I will be back to making regular weekly updates!

Thank you all for standing by me. I think you will be pleased with the new build forthcoming.

Wednesday, August 3, 2016

Maya Breaker Dev Blog Update 26: Hiatus

August of 2016 will be a break for me. Much work has been done, and testing has begun, but due to personal issues, I will need to stop production for a month. While actual work will resume in September, there are a few things you should know:

1. The game is still being worked on, just by other programmers.

2. My family is moving. My family added a new member this summer, my son. Because of this we need to move to a bigger dwelling. I will be without a home workstation for a  period of time, so work will really be impossible.

3. For those who have ordered the original soundtrack, it has been finished.

4. I just need a break. I've been developing for so long, I haven't had time to play any of the new games. I'm totally out of touch with my indie game competition and I need to learn about what gamers are expecting in today's market. So, yeah, I need to play some games.

5. Also, I need to read some books. I have many books on design I've bought but have been too busy to read. It would be better if I read them BEFORE I release my game.

Thank you for your patience. If you want to learn more, I will be teaching a workshop on Game Maker Studio at A Video Game Con in Parsippany NJ September 10th.

Saturday, July 9, 2016

Maya Breaker Update 25: The Storm

Had the first playtest at Metrotech in Brooklyn Thursday. Got a lot of useful data. I still need more testers, so contact me at mike at x-raygames dotcom.

Things are going very quickly now, so more information in a few days.

Friday, April 8, 2016

Monday, April 4, 2016

Maya Breaker Update 24: Let Maya Open the Door

I'm expanding the game greatly since out last test. The fact of the matter was that the map was too compact. Everything was too close together, and there just wasn't enough space to finish one idea before encountering the next.

Because of this, I've had to redo the room transitions. The rooms were working well, but there were dozens of objects and scripts where there should have been only a few. Like taking apart an automotive engine, taking things apart means the whole thing doesn't run.

But don't worry, this is normal. In a few days everything will work as it did last week, more elegant code and that will make it easier to expand the game with new levels.

Everything will be ready for this Saturday the 9th for our next test! be sure to send me a Tweet! @Xanthous Ray

Thursday, March 31, 2016

Maya Breaker Update 23: The Juice is Loose

I'm happy to say that things went very well last night at NJ Arcade Night! Thanks to Bloomfield College for hosting us. The players really responded to the new build, much more than ever before. It makes sense since I've been adding a lot of Juice to the game. Flourishes like pixelated lighting, gamepad vibration, screenshake, particle effects and so on. 

The playtest went so well that I will be adding new features. An achievement-like system and a larger map to explore are forthcoming. 
Thanks to everyone who played, and look for a Super Tester Saturday on the 9th, where everyone can try the new build.