Thursday, September 5, 2013

Update : Enemy!

Wow, it's been awhile since I posted.  Progress is good; right now the enemy is being worked on and the story is set to be completed soon.  I'll try to post more in the future, but unfortunately school will slow progress on Maize.

Monday, August 12, 2013

Options Completed; Next, Story

I finally put the last finishing touches on the options today.  The script for the story is in place and that will be next.  Hopefully that will be done before the end of the month.

In the meantime, I might work on the enemy.  I'm still not exactly sure what I'm going to do - any ideas?

One more thing - does anyone want a new updated beta?  I haven't released one in a long time, and perhaps this one could be public.

The completed in-game options menu:

Friday, August 2, 2013

Option Menu

I've was working on the option menu today.  It's going really well.  One question: which options do you wish to see in the final game?

Audio will be recorded soon, too.

Tuesday, July 30, 2013


Saving and loading is up and running!  All that is left is an option menu, the enemy, and the audio recordings.

Saturday, July 20, 2013

Pause Menu/Inventory

I've been working on the pause screen (inventory/saving/options) for a while.  I think it's really coming together.  Inventory was finished up yesterday, and saving/loading is next.  I think the game will autosave when you reach a new section and you will be able to load to those sections from the main menu or within a game from the pause menu.  Any thoughts on that?

Here's what the pause screen looks like right now:

Sunday, July 7, 2013

Control Tweak

I'm tweaking the control scheme - q will now switch the active item and e will activate an inventory type screen where you can see how many glowsticks and matches you have.

So short I could almost post it on Twitter.

Tuesday, July 2, 2013

Minor Changes

Today I tweaked a lot of the minor gameplay mechanics.  The lantern will no longer run out of fuel in the first area (still debating this - it might be better if it did) and you can run for a longer duration and with less of an interval.

The arm is now textured and in 3D.  It looks really nice in my opinion.

Any Maize-related questions?

Tuesday, June 18, 2013

Saving / Vacation

After a lot of consideration, I've decided to go with a save system, possibly without a "quick mode".  I think that will ensure everyone has a similar enjoyable (and terrifying) experience.

I've also been working on modeling a 3D arm.  That's going really well and should be done pretty soon.

Unfortunately, I'm leaving for vacation soon and there won't be any updates for a while.  Sorry.  I'll have some screenshots and maybe a beta build for you guys when I return, though, so look forward to that.  (There won't be any spoilers in the beta.)

Saturday, June 15, 2013

Versions of Maze

I've been thinking recently about the length of the maze and the time needed to complete it.  As of now, the maze is huge and takes 30-40+ min to complete even for the person who designed it (me)!  I fear that it may be too much for the attention span of the average player.

What do you think of a shortened version of the maze accessible in an alternate game mode?  Here's what I think it might look like:

This "quick play" mode would feature the same core gameplay elements with a shortened maze.  I definitely think it would increase the playability of Maize overall.  Thoughts on this?

Sunday, June 2, 2013

First update of the summer

Summer has finally started, and that will definitely mean Maize will progress much faster.  Barring misfortune, I expect Maize to be released this summer, possibly within a month or so.
Here's a screenshot of the in-game story objects:

I've settled on a draft for the story and the voice recording should take place pretty soon.

I've also done a lot of optimization; the game should tun a lot faster now.

All in all, progress is good.

Tuesday, May 28, 2013

To the readers:

Does anyone have any questions about anything related to Maize?  I guess I could do a sort of "Q-A" session.  Ask away!

As far as progress goes, I've been working out the technical aspects of the story these last few days.  I overcame an especially tricky bug this evening.  (Unity Quaternions are irritating.)

Here's a quick screenshot:

Sunday, May 26, 2013

Another story promo

Here's another screenshot of the story objects.  I'll be recording the voices soon.

Unfortunately, you won't find the real sounds in any beta builds.  It wouldn't be nearly as terrifying, then!  You'll have to wait until the release.

Wednesday, May 22, 2013


I finished the objects from the story yesterday.  Here's a quick screenshot:

(Mysteriously dark, right?)
I'm going to start recording the story soon.  That should be done relatively soon and it will definitely improve the game a lot.  Progress is good!

Sunday, May 19, 2013


Sorry I haven't posted in so long!  I've been busy this week.  I have, however, done a lot of modeling (specifically the items that take part in the story) and writing for the story of the game.  Progress is good, and with summer quickly approaching I'll be able to work on Maize more than ever.  I have the jist of the story down and as I speak I'm writing the specifics.  Later today/tomorrow I'll try to have some promos out for the objects I finished this weekend.

About the Kickstarter, that is all TBD.  Still no idea when I'm going to try that.  Any comments/questions about it?

Sunday, May 12, 2013


Sorry for the lack of updates recently.  The last week has been hectic with state standardized testing, but that is finally over with.

Maize progress is going well.  When I make some solid progress on the story, I'll post an update.

One question: do any of you have any good ideas as far as the story goes?  I have a general idea of what I want to accomplish, but I'd be glad to listen to anything you have to say.

Tuesday, May 7, 2013

Question for the readers:

I finished cutting the paths in the maze today (they are a lot better now) and need a new task to start on. I figured I'd ask you, faithful readers, for some input: what do you want to see most in the next Maize beta?

Could be something along the lines of
-Match item hand images
-A start on the enemy
-Start on the story
-More in-maze objects and pickups
(Or whatever else you can think of.)

Saturday, May 4, 2013

Quick Update

I've decided to remove the lighter, and after testing what it's like I definitely think it's a good decision.

Right now, I'm finishing re-cutting paths in the maze.  That should be finished up shortly.
Sorry progress has been slow lately; it's been a busy weekend (not to mention the last few weeks).

On the topic of the Kickstarter: do any of you know of a good capture card program?  I want to make a video to go along with the fundraiser.

So yeah, all is going well!

Wednesday, May 1, 2013


As many of you already know, there's a lighter in the game.  Basically, it can be used to light the lantern and as a light source itself (unlimited fuel, but it can only be used for a few seconds before it overheats, after which there is a cooldown time of a couple seconds).  The match also fulfills the same niche, but a match only has one use.
The problem now is I think the lighter makes both the matches obselete and the game too easy.  With the lighter, there's no point to the matches at all.  Another problem is that it takes a lot of the stress associated with running out of light away, as you have an unlimited supply of lighter light.
Therefore, I am considering removing the lighter from the game or altering how it works.  The matches would be a much more valuable resource after that, obviously.  Game playability won't be affected, as the matches can do everything  the lighter can like I already wrote.

Importantly, what do you think about removing the lighter?  Any ideas/problems you forsee?  Any feedback is appreciated.

By the way, the blog hit 2,000 hits total today!  That's really awesome.  Hopefully that number keeps rising.

Sunday, April 28, 2013

Quick Update - Maze Paths

This weekend has been a little busy, so I've only had a little bit to work on Maize, but I figured I might as well update you all.
Today I filled in all of the paths of the maze.  If you've played one of the betas (which will go semi-public alongside the Kickstarter, open to donators) you may have noticed the paths did not collide perfectly.  Redoing the paths more carefully should fix that, so expect that to be fixed in the next beta.
Speaking of which, I plan on starting the Kickstarter pretty soon (although I've ben saying that for a while now).

So yeah, it's going well.  I'll try to update more this coming week, but it may be difficult with Driver's Ed.  Stay tuned.

Thursday, April 25, 2013

Quick Update : DE/New Ideas/Kickstarter

Driving school's getting really annoying right about now.  On an average day I finish with DE/homework around 8:30 now, and it leaves little time for me to work on Maize :(

On the bright side, I had a really great idea the other day that will add a real story to the game.  I'm really excited to see how that will turn out, and as I develop the idea in my head I'll keep you updated.

For now, I'll tell you guys that instead of just wandering around in the maze (fun fact, it is about 10,000 square yards) there will  be a story as to why you're being chased around in a maze, which will be implemeted through some kind of flashback system.  The particulars are still a little fuzzy, but I really like it so far.
Feel free to post any of your ideas in the comments!

As far as the Kickstarter goes, I think I'm about ready to start it.  Probably once I'm done with DE and I flesh out that idea a little more.  Stay tuned for more info on that.

So yeah, I'll keep you guys posted as much as possible!

Monday, April 22, 2013

Driver's Ed/GUI Promo

So I started Driver's Ed today.  Good, except the fact that the class runs until 7 PM after school every day for the next three weeks and that means I'm pretty much swamped with other non-Maize obligations.  That, unfortunately, means I might be a bit occupied for the next few weeks and won't update as frequently :(

Good news: this blog is really gaining popularity, and that's awesome.  Please don't hesitate to share this with your long-lost relatives on Facebook/G+/Twitter/whatever.

Maize is coming along very well.  The hand, GUI, and pause menu are coming along very nicely, and I think I'll have those done sooner than I expected.  To celebrate, here's a sneak preview of them:

Can't wait for these three weeks of occupation to be over.  But don't worry, I'll keep you guys updated.

Saturday, April 20, 2013

Hands and Enemies

Today I've been working on the GUI hands that will appear in the game.  They're coming along very well so far.  Those should be done in, maybe, a week.

Another thought: after this is finished, I'll move on to working on the enemy.  Even after three months, I'm a little unsure as to what exactly the enemy will be.  The good people of reddit gave me some great ideas; feel free to show them up and leave some ideas in the comments.

So yeah, all is well.  I might be a little slow to update next week as state standardized tests approach, but I'll do the best I can.

Wednesday, April 17, 2013

Pause & Arm Progress

After combating several strange bugs with the pause menu, that's done for now.  Phew.  All I have left to do is script the option menu buttons.

Now I've moved on to a very important stage in the development, the creation of the actual arm that will appear on-screen.  I'm doing that in Autodesk Maya, which I've never used before.  However, it runs on OSX, which I'm currently developing Maize out of, and there are many comprehensive tutorials out there.  Still, the learning curve is steep and I should be working on this for the next few weeks.

Here's a snapshot of what I'm doing now:

So far so good!

Monday, April 15, 2013

Pause Menu

Finally finished the pause menu!  So far so good.  One step closer to the ultimate goal of the Kickstarter.

I'm also really glad the blog's gaining popularity.  Keep on sharing!  The more people that visit the better, of course.

Sunday, April 14, 2013


So there's this bug I've been battling for the last week.  Turns out it's a Unity editor only bug.  (Screen.lockCursor for any Unity users out there.) Whoops.

Since it's conquered, however, I'm finishing with the pause/main menu screens.  Up next is the game GUI.

When I finish with either I'll be sure to post screenshots!

Tuesday, April 9, 2013

Main Menu

Finally, after several squished bugs and a couple hours of hard work, I present to you...  the main menu!

Monday, April 8, 2013

Whoops, and more Kickstarter

I was working on the menu and didn't have time to release a menu promo today.  Tomorrow, I promise.

Once more, I'll talk about the Kickstarter.  I think I've settled upon a goal of a little over $1,000 dollars.  It seems like a lot, but it covers iOS and Android licenses.  Just think of it as 100 people donating $10.  (I'd much prefer mobile games than the slight advantages that come with Unity Pro, anyways.)

GUI! Menus! Kickstarters!

Yesterday I spent about 8 hours designing the main menu of the game.  Next beta release it will be functional, and I'll release a promo later today.
This is rather monumental; after this, the only thing left before I start the Kickstarter is the GUI, and that should be relatively easy.

Right now I'm trying to gauge a realistic goal amount for the Kickstarter; if you could, what would you donate?  Of course, there would be very nice rewards for each donor  : )
(I'm also considering breaking it into several phases.)

For now, though, I'm stranded at school...

Thursday, April 4, 2013

Kiosk Promo

Finally finished the mini-project I've been working on the last few days.  New kiosk!

The Kickstarter is ever approaching; I only have a couple more things on my 'countdown' list.  Next up is a GUI.

To quote an older post newer readers may have missed:

"The funds could cover software/model costs as well as iPhone and Android Unity licenses.  That means there could potentially be a Maize app for both smartphones!" (And, now, potentially the Ouya.  What do you all think of that?)

"$1,000 would cover everything above; $1,500 more could buy a Unity Pro license; $3,000 more would buy iPhone and Android Pro licenses.

And any backers would get access to awesome Maize beta builds as well as other rewards. :)"

EDIT:  Whoops, sorry about that formatting problem.

Monday, April 1, 2013

A little update

1,000 hits?  You guys are amazing.  Let's keep this going; don't be scared of the share button.

Today I've been working on a new addition to the parking lot.  I'll try to have some promos out this week, but I've been a little occupied with state standardized testing.
(Hint: it's a building.)

Speaking of which, I should probably stop procrastinating and study.  Thanks again for the quadruple digits!  (Why not 5?)

Sunday, March 24, 2013

Promo - Lanterns!

Maize is still steadily progressing.  In celebration of spring (and why not), here's a new promo.


Saturday, March 9, 2013

Spring Break

Leaving for a spring break vacation tomorrow.  Unfortunately for you guys, that means no updates for a week.  On the bright side, I have some really cool stuff in development now and the maze paths are finally finished!  I'll keep you posted about that when I get back.

Wednesday, March 6, 2013

Just a little update

Just thought I'd give you guys an update.  Right now I'm continuing to cut paths in the maze.  Almost done with that; I made it nice and next to impossible to navigate.
To celebrate this, have a promo.
Notice the new dirt texture?

Monday, March 4, 2013

Maize Update

Hey, sorry for the lack of updates.  I've been had at work on Maize.  It's coming along really nicely; I expect to have a Kickstarter up in a month or so.
School's kind of getting in the way, but with spring break coming up that should change (for at least a week).
So yeah, I'll try to post more diligently.

Tuesday, February 19, 2013


So I've fixed that pesky bug with a really simple solution.  I would share with you readers, but I'd have to kill you.  Sorry.  :(  You'll see soon enough.

I've also been considering starting a Kickstarter to crowd-source Maize.  The funds could cover software/model costs as well as iPhone and Android Unity licenses.  That means there could potentially be a Maize app for both smartphones!

$1,000 would cover everything above; $1,500 more could buy a Unity Pro license; $3,000 more would buy iPhone and Android Pro licenses.

And any backers would get access to awesome Maize beta builds as well as other rewards. :)

Expect one soon!
What do you readers think?

Sunday, February 17, 2013

Bugs and a Promo

After several days, hundreds of lines of code, and a couple headaches, the mother of all bugs has been squashed.

I'm feeling pretty happy right now, so have a promo.

Saturday, February 16, 2013


Sorry about the lack of updates; I've been bug squashing.  Lots of it.

Anyone knowledgeable of UnityScript out there?

Tuesday, February 12, 2013

Domain Change

I changed the domain to  This shouldn't cause any problems; if it does, be sure to leave a comment below.

Saturday, February 9, 2013


This is a big milestone in Maize development - there's actually corn in the game now!  One promo for all of you readers.  Check the promo section for more.

Any questions about Maize?

Corn :)

Wednesday, February 6, 2013

New Maize Screenshots

There are some new screenshots in the Maize Promos section, check them out!


Frequently asked questions:

Q:  What is Maize?

A:  Maize is a survival-horror video game set in a cornfield.  The object of the game is to, well...  survive.

Q:  How far along is Maize?

A:  Maize is still in a rather early developmental stage.  I'd estimate that it is 40-50% complete.

Q:  Who's working on Maize?

A:  Maize is solely developed by a 15 year-old from Texas with creative influence from friends and family.

Any more questions?  I'll answer (almost) anything.

Welcome to the Maize Blog!

This blog will be updated frequently as Maize approaches completion in the coming months.  +1 and follow this page to stay updated on Maize's progress!