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?)