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/Loading

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

Story/Promo

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

Story!

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

Testing/Story/Question

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

Lighter

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!