Dev Journal: Swing Between

So far, it sounds like folks are enjoying the upgrades v0.03 brought to Project Wild One a lot, and I’m glad for that. It was a beast of an update to get through, and I’ve been picking up the pieces after it since I finally put the seal on and shipped it out. This is something of a transitional period in development, and I’m hoping to make a smaller update with a few easier things in it next.

Let’s talk about where we are with Project Wild One in a broader sense, then we’ll get into a little bit of the specifics of right now.

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Project Wild One v0.03: Special Touches

If you’re a mid-tier supporter, you can play the new version now! This version will also open up to lower-tier supporters in a couple week, and in about a month it will go public for everyone!

The big question is, what’s new? I’ll have to tackle that in parts, as I’ve changed a lot of little things all over Project Wild One with this release. To me, the biggest change with v0.03 is that we’ve switched to a dynamic text system! There are a few layers to that, both in how I mean dynamic and what it means for you.

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Dev Journal: Thinking and Writing

So where are we with Project Wild One, in the grand scheme of things? After anticipating it for many years as a complicated but exciting new project I’d hoped I might get to someday, I finally gained the skills necessary and took the time to hammer out the most incredibly simple prototype for the idea and named it v0.01. It’s hard to overstate how much it was basically a bundle of placeholders ready to be expanded into the game I wanted to make, but it was enough to give a very rough idea of the direction I was going in.

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PWO Hotfix – v0.02b!

I got a lot of feedback on the recent update, and usually I’d incorporate changes as needed into the next build, but in this case it sounds like a lot of players on Android were getting game crashes all the time, and adding an important adjustment would both give everyone a more enjoyable experience and enable those on their phones to actually play as much as they liked, so I’m updating v0.02 with a few small touches.

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Dev Journal: Everything Else

Project Wild One v0.02 is very nearly ready, and I’m waiting on one last wave of reports from my proofers to try and make sure the game doesn’t have any crippling bugs before I roll it out to mid-tier supporters. That means that soon, hopefully tomorrow, I’ll be writing up a big explanation of everything going into that update and how it came to be to go along with that release! At most, a big problem will come up and delay things to after the weekend (it wasn’t my intention originally to work Monday to Friday, but lately that’s how it’s kinda worked out) but either way, it feels redundant to talk very much about PWO right now given I’m just about to give the full shpiel about it in another post.

So that opens up this post to be about… well, everything else I’ve got going on. Or rather, what I want to have going on.

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Project Voice v0.01 Now Public!

Supporters got to play as much as a month ago, but Project Voice is finally rolling out to the public! You can read up on the first version and all my thoughts on what it’s supposed to be and what’s gone into it over in my big announcement post here, and you can now find the game available to play in the menu on the left (or above on mobile)!

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Dev Journal: Revving Up

Project Wild One has been creeping up in the back of my head since well before I finished that build, and even as tired as I was after the release, I found myself losing sleep thinking about how to design and refine it if I wasn’t careful. There really is something special about this project to me. There’s so much I want it to be, and so much I want to experiment with, and so much I want to open it up to potentially becoming for people that want something special, or something different.

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