2017 Floor Plan for Yai Gameworks [Goal to Release 8 Games]
I will keep this post straight to the point, due to some voice actor & personal things I am doing one last & final delay to Red Haze & Hollow Bliss, but this is 100% going to be the last delay (sans some unfortunate incident of some kind). However, this is as good time as any to reveal my crazy idea I have for 2017. More than an idea actually, this is a commitment. My goal is to release eight games during 2017, which include Red Haze & Hollow Bliss. Two of them will be bigger projects while the other four will be small/medium-small ones. But first, the new dates for Red Haze & Hollow Bliss:
http://store.steampowered.com/app/428860/
Red Haze - January 13th Red Haze will finally release for $1.99 with a 10% discount for the first week of launch (there won't be another sale on the game until the summer, I like to be transparent with this stuff, and the sale in the summer won't be any steeper). Join Rockette in a shanty apartment seeking out her dealer, Aunti G, to hook her up with the goods. With 27 endings & various aspects of the game that change as you do more in different playthroughs, I hope the wait will have been worth it.
http://store.steampowered.com/app/545450/
Hollow Bliss - February 17th Hollow Bliss will release for $4.99 with a 10% discount for the first week (similarly to Red Haze, it won't have another sale until Summer and not be any further discounted at that time, like to support early buyers). All in all, Chris Lansan lived his life in the uttermost normalcy he could muster. A routine is a comfortable thing, and if you do as you're expected things will usually fall in line. But one day Chris awakens staring at an unknown and strange ceiling, and finds himself in an abandoned hut in a misty valley... Someone or something has violated Chris's cycle, and now only through misery after misery and clinging to an uncertain hope may he possibly make it through and find catharsis. But are the dreams we think we have what we truly want, or is it nothing more than a Hollow Bliss?
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Now, those two have obviously been in the production line for a while. The rest of the projects will need to go through Steam Greenlight, and I don't especially looking forward to greenlighting 6 projects all around the same time, but we do as we must. If everything goes smoothly, these dates will remain. My goal is to not delay too much if at all possible, being a two-person team there are some things that sometimes come up in life and all that, but will try are hardest to try and meet our goals for 2017.
Without further ado, we debated which of our projects to prioritize for 2017 (we have a lot that in background we conceptualize, work on, and sometimes put away to come back to later), I'll just give a basic description of each right now, but will be many more details in the near future. Here's what we decided to go with:
A Girl Is Eating From My Garbage - April 14th A young man is becoming paranoid as a creepy woman comes to the garbage bin along the side of his house every night and eats from it. He gathers up the courage to confront her...
Blank Slate - May 26th A remake of the first game I had ever released publicly online. A nameless protagonist wakes up and heads out to a barren land full of puzzles known as the White Zone. Seaming with oddness, and with an abstract flow, what is it that our protagonist continues onward for?
Close Your Eyes 2 (tentative title) - August 25th Two years after the release of the Final Expansion of the original Close Your Eyes, we are releasing a sequel. Taking place immediately after the events of the original game, we join a pent-up individual who lashes out at the world, a copycat killer inspired by the original Judith Manor Murders. Meanwhile, a poor unfortunate Little Marshmallow has faced the past, but now realizes the present may be far worse...
Noiseless Signal - October 13th Humans use signals in many aspects of their life to transfer information, sometimes vocally, sometimes with body gestures, sometimes with wireless connections... Almost all information shared is done via a large variety of signals. What happens is those signals are distorted, twisted? Something comes between the signal and the delivery? Is something wrong with the receiver, the sender, or something in-between?
Nostalgica: An Old World Passes - November 17th Once upon a time, there was a beautiful princess who went by the name of Valerie. However, despite her splendor, the princess was very sad. The princess was in love with a prince. But, their love was forbidden. She fought for him with all her might, but was locked away in an impossibly high tower by her own father, the King. Still, her spirit was not broken. She knew she would break free of her imprisonment, and see her love again someday...
Simon was a lowly man who grew up in the slums of a big city. However, through a stroke of pure luck, Daniel gets his own golden ticket of opportunity after against all odds, he wins the lottery. Life is looking up, he is finally able to move away from the city and into a fantastical house deep in the forest... However, his luck is cut short when he finds himself trapped within his own home, becoming more and more intertwined in a terrifying local legend. Now Simon's only hope of escape is to crack a mystery that's been buried for years...
Suspended Ascent - December 18th Inspired to try and fill the void of not too many very good Silent Hill inspired games out there, this is our own personal take on such a game. Much more word on it later, just know it stars a woman in the Philippines and I'll post that early piece of concept art which was our first little piece for it from last year.
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I hope you guys look forward to next year and our planned titles for the year!
Hollow Bliss, Red Haze, & Close Your Eyes Updates!
http://store.steampowered.com/app/545450
How is everyone doing? There is a lot to talk about, so let me jump straight into this.
Firstly, Hollow Bliss will be delayed a bit until January 13th. There is three big reasons for this:
01.) Allows me more time to develop & polish it.
02.) It means I'm not releasing it sandwiched between two big Steam sales.
03.) It allows me to give it some time in the oven for testers to help polish (testing begins with people I'll select at a later date on December 3rd), and for me to try to advertise and see if I can get some sites and/or Youtubers to tackle it (I don't expect much turn out, but I've gotta try!). The game will be releasing for $4.99 USD with a 10% discount on launch ($4.49 USD), and it won't go any lower than that for quite a while (I like to treat early buyers well).
I hope it does well, and I'll talk more about why in the next bit, which is important so please listen up.
http://store.steampowered.com/app/428860/
Red Haze I've delayed a little bit, I decided to make Red Haze the game I release sandwiched between two Steam Sales. It will be releasing on December 2nd, and this decision was made partially since the VA's needed a little more time and it allows me to be able to have more time as well, especially as I now tackle on Steam Cards and achievements for Red Haze.
Within the last few days, due to a fairly long story involving my family and an oil company, I had gone to the emergency room last July and it should of been insured, but it wasn't, and now I have a $2.700 medical bill to pay off, and so I have to start being financially conscious. As Red Haze was already a pretty ambitious freeware project and I am now literally thousands of dollars in medical debt, I am working a bit harder to add some more oomph to Red Haze, and will be releasing Red Haze for either $0.99 or $1.99 w/a launch discount. Deciding which price currently due to some back and forth factors, but I hope this decisions is understandable and I hope you all enjoy Red Haze as its release approaches.
http://store.steampowered.com/app/377330/
Finally, on my road to put achievements into Red Haze, Close Your Eyes was my test dummy. So now Close Your Eyes has achievements, which I hope you all enjoy. Also adjusted the credits a small bit and organized the files a bit more, but not much else outside of that for now. I hope those who decide to go get them and those who play CYE for the first time enjoy them!
I'm going to go take a nap now as I have been doing nothing but achievement images and trying to code them in both Red Haze & Close Your Eyes for several hours straight, but I hope you all enjoy and thank you for reading!
Red Haze & Hollow Bliss Release Date Updates & New Information
I'm going to be doing something a bit crazy. I got word from Valve there may be a good reason to want to wait a little to release Hollow Bliss, so the release date has been moved to December 21st, and I will work hard to make that date or even release a few days earlier.
This said, due to the delay and some thoughts I've been having, I've decided to first focus my attention on Red Haze. I am going to work super hard on it during the next few weeks, and going to try hard to release it on November 21st. If any complications come up I might delay it slightly, but that is my current goal.
Thought I'd give you guys a heads-up, and beta testers I will really need your guy's cooperation to make this release date as polished as possible. Starting tomorrow there will be near daily updates for Red Haze, I will push them out quickly to get feedback and very much appreciate those that work with me. People who joined the beta process will also be receiving a beta key for Hollow Bliss next week or the week after sometime and receive Hollow Bliss for free. Thank you for your time, and for dealing with my release date juggle. But I'm working hard!
Hollow Bliss page now live on Steam
http://store.steampowered.com//app/545450
Hollow Bliss now has a page live on Steam. I am working hard to release this game on November 25th, 2016. It will be releasing for $4.99 USD with a 10% discount during the first week (and I promise you, it won't get any cheaper than that for a long while, want to reward those who give a chance on it). If you helped with Red Haze's beta testing, I'll be making a post on the beta testing pages shortly for those who actually helped give feedback over time to help also beta test Hollow Bliss.
I hope you all are having a wonderful October, one of my favorite months. And I if you guys decide to take the dive, you enjoy Hollow Bliss. I'm hoping it does okay, but all I can do for now is work on it. Have a wonderful day~
Hollow Bliss is now on Steam Greenlight, I would appreciate if you'd look at it and consider voting for it, much more gameplay of that one coming soon!
If you're curious, the "A Girl Is Eating My Garbage" page will go up a bit later. Now if this feels like it's out of left field, it's because I haven't been communicating properly, but like I said in my last post part of my goal is to start doing that much more, so let me spill some beans.
(Yeah, I'm not sorry for that one.)
You may have noticed I have in the past year mentioned several different game titles, and not much more than that about them. Some projects simply changed shape and name or merged together, but most of it goes with me being one of those types that's a bit too... Highly ambitious. While I'm very productive and I thankfully have what I need to see something through, there does end up a lot of projects that end up somewhere in partial development. This year has been particularly bad about that since I really expanded my horizons. I know I haven't been vocal about this, but I spent a lot of time this year trying to hone my skills in areas and gain new skills, and I took a lot of time studying different game engines. Not so much to replace RPG Maker for me, but to broaden the things I could make and the overall skill. and it's helped, I think I've seen a raise in quality of my work. I studied 3D modelling, deeper music production methods, and most of all various different engines, ranging from Game Maker, to Ledworks, to Clickteam Fusion, to Unity, to Unreal, to SMILE, to Axis, and more. And not just light study, I mean dedicated time and I sort of started partial projects in all of them. Most of them you guys won't see for some time, but I wanted myself to do something most indie devs don't do... Try to hone my skills in a number of engines and try different sort of projects I make and see how they fit different engines. Part of the fun I think for me is working within but also expanding my limitations.
As a result, I have ended up with more partial progress projects than I'd like to admit... You guys don't even know half of them. A few of them will probably pop up next year, but it also gets worse since sometimes as I work I realize it'd be best for now if I focus on another project first and save that project for later when I gain more skill in other areas. There's been sort of an effect of this where I name drop something, and then suddenly something I've never mentioned before crops up and I act like it's been there all along... Since it has been. Originally I thought A Girl Is Eating My Garbage was the project that most came along and I could do for my Halloween project, but then within the last week I made tremendous bounds on Hollow Bliss, and I knew and buckled down this was my Halloween project, and here we are. It's what I'm dedicating my October too, I've been working a crazy amount on it.
Hollow Bliss is a project that was born as a mixture of my look into Ledworks, Clickteam Fusion, & SMILE game engines. I won't talk about this much right now, but I was looking into the possibility of a fixed camera angle horror game, and I found it's more than possible albeit with challenges. I originally was going to name it Hollow Bliss, but as it came along that name didn't fit, and I found when working on the Ledworks project that it fit the project much more on that due to a method I was learning 3D modelling with and an effect which inspired an idea... But I fiddled around with SMILE Game Builder's trial and something really came from that, it used almost all of the same 3D model limitations and exact specs that Ledworks used, which made importing my progress easy, and more so made the project come together better. So here we are with Hollow Bliss as it is in its finalized state!
I'll leave the Greenlight Page to give the basic of what the project is, but expect a couple more posts about it this next month and watch the Greenlight Page or my YouTube channel in upcoming weeks for more gameplay of it. I won't say too much, as I think the game is best enjoyed knowing as little as possible, but try to show some stuff to get people interested.
Happy October, and thanks for those who are sticking with me and all my twists and turns.
A Girl Is Eating From My Garbage, Lonely Yet Not, & Red Haze ; Basic Info & Going Forward Update
So as some of you guys probably saw, I have delayed Red Haze to 'eventually' release. My actual goal with this is to release the game within the next half a year, before the end of 2016 or during the first few months of 2017, so the delay shouldn't actually be that long. I said before while posting this to the Red Haze page that the delay was because of an idea brewing inside of me I needed to make a reality; whenever I started to work on Red Haze I would work for an hour or two and get some progress done (but much less than my usual 5-12 hour development sessions I'm used to). But I always stopped and didn't fully know why since I still had the urge to create something but my heart was directed elsewhere. A friend helped me realize that what's been stopping me was a selfish creative desire, in Red Haze I kept on getting ideas to add in a big segment based off some thoughts I have had cooped up inside for a couple years, but I decided not to since it was too radically different from Red Haze and didn't really fit with everything else for the game. But it kept on coming back into my head, I tried to push it back to tell myself I could work on it after Red Haze, but in turn it was making me work less on Red Haze as I actually wanted right now to work on that project tossing around in my head and to work on Red Haze between that,
So Red Haze is put on small hiatus, to release 'eventually (though it almost without a doubt will release within the next half a year, I will mention). Red Haze will remain free and I am hoping taking some time to work on a couple other projects will make Red Haze flow more naturally too so I can make it want I want it to be instead of trying to rush elements of it to get it over with. So what am I doing & working on now?
Firstly, I have started the beginning stages of the bigger medium project which is what had been stirring in my mind and interrupting Red Haze development, Lonely Yet Not. I don't have a lot of details I will share about this quite yet, but it will definitely not release until next year, it is very unorthodox, and has a cast of seven main characters. My artists Rincs has done a fantastic job doing quick concept sketches of them as I work on the early music and designing stages, I'll post a couple minisculed & cut in half rough concept sketches of two of the characters here:
We'll talk more about Lonely Yet Not another time.
What I'm really here to talk about is my Halloween project, I actually started with two and decided which one to finish with while the other I'll release at some other point. I originally thought about trying to force Red Haze to be my Halloween project, but since that's not going through, here comes the project I'll be dedicated my development time too as we get early work done on Lonely Yet Not.
A Girl Is Eating My Garbage
That's the name of the game.
It's not a very long project, it's developed as one of my shorter projects. Well, I say that but honestly it'll probably have more development time put into it than both Close Your Eyes and Take the Dream IX had into them. I am undecided if I should put a price on the game or release it freely yet. I hope to put it up on Greenlight next week, as I want to release it on October 28th if possible and if I don't post it on Greenlight soon, there's no way I'll be greenlit in time for that date. Worse comes to shove I'll release it in November, but I'd like to meet that Halloween update, so hoping Greenlight goes swiftly for the title.
A Girl Is Eating My Garbage will be the strangest game I've released yet, it uses a sort of simplistic graphic style so I can do rapid development quickly, and has a lot of unorthodox gameplay elements... For example, you cannot save traditionally. The game starts off with the very thing the game is named off of, a guy is becoming concerned since there is a girl that's eating out of his garbage at night. And not just one night, she keeps on coming back to his garbage to chow down every night. He's getting weirded out and paranoid, and goes out to confront her...
I won't say too much yet as I hope to have the game up on Steam Greenlight in a weeks time, but I hope you guys look forward to it and I am open to answering questions about the title. Most of the information I'll share currently on it will be in response to questions asked of me before it goes up on Greenlight next week.
Thought I'd give you guys an update, and hope you guys look forward to "A Girl Is Eating From My Garbage" going up on Greenlight next week, which hopefully I can get greenlit a bit before Halloween.
Close Your Eyes... Socks! Special Limited Time Merchandise
For the next 10 days, you can get limited edition Close Your Eyes themed socks. They cost $14.00 USD with a shipping cost, the design is by Rincs, and they'll be available until September 27th. Can get them here: https://bakdrop.com/products/aestheticgamer
So let's talk a little about Red Haze, and me as a developer.
Hey everyone, this is Dusk Golem aka AestheticGamer, or you can just call me Ryan. I'm 24-years old, about to turn 25 actually as my birthday is on the 11th of July (7-11, ohohoho...), and I do a variety of things online. Today I specifically am going to be talking about myself as a game developer.
First, some history. I first learned making games was possible when I was 10 years old in later 2001, and a friend introduced me to a little program known as Games Factory. I loved the hell out of it, I taught myself the program more and more and made little dorky projects for myself. They involved using sprites and engines I found off the internet to modify and work with for my own ends. Never released a single one, except embarrassingly for a Shadow the Hedgehog fangame I released in early 2006 at the ripe age of 14 I titled, "Shadow the Hedgehog: Symbols of Destiny".
I took a break from my so-called game development as things in school and life picked up, and I just thought it was never liable I might ever be a person to make video games. I am severely limited as a developer in a number of fields; I have limited programming knowledge (I've dipped in everything from Javascript to C++ and C Basic, I took classes, I've learned from some more tech-savvy friends, but I wouldn't come close to saying I've mastered any of these languages, simply dabbled in them), I am very limited as an artist and a spriter, I have no musical background... The list goes on.
But I've had ambitions to make games ever since I was 10. I did really push myself to learn more, I bought and borrowed several of those game development books and followed them for a while. I tried to motivate myself for a long period of time, but I fell into that self-feeding hole of pessimism where I would be more excited for the idea behind a game that actually developing it. I was in a rut for a few years of just not really making anything, despite the fact that I wanted to. I have notebooks full of ideas, sketches, how it would work, but didn't have anything to show for it.
The first small breakthrough I made was in 2013, where I pushed myself to make a game in 48 hours for Ludum Dare (a game development jam with a limited time period and a theme, the theme for this particular Ludum Dare ended up being minimalism), and I made the game Blank Slate, which you can find here.
Blank Slate taught me a lot of things, despite being an incredibly limited game and having only worked on it for less than 48 hours. Firstly, it was my first experience making music ever. The project required you to make everything from scratch yourself, so I worked hard and made some music. It was... Honestly, the music wasn't that good, but I proved to myself I could do it if I tried, it was a possible thing. I also unintentionally sort of figured out what kind of games I liked making.
I have been becoming a bigger horror enthusiast since 2007, when I played Resident Evil 4. Before then, I was a huge scaredy-cat and I was convinced I could never like horror, since I was scared shitless by it. I was so convinced I was too afraid of these things, that such obvious pointers that I actually liked it (I loved Goosebumps as a kid, Courage the Cowardly Dog was one of my favorite cartoons as a kid, Halloween was always my favorite holiday and I loved ghost stories, etc.) eluded me. I even have a memory of getting my first console as a kid from my grandmother for my birthday, the Dreamcast as it were, with a collection of games she had gotten by getting the console cheap from a neighbor of hers who's kids had gone off to college and left it behind. In the collection was Resident Evil 2, which I had heard Resident Evil was a horror game, so I literally threw the disc out to the garbage. It would of course, later be Resident Evil that would start my kick onto horror and would expand to further games in the genre, films, novels, etc. Because of my late-blooming interest in horror, I kind of consumed many of the series backwards; an example, I played the Silent Hill series almost literally backwards, starting with Shattered Memories, following up with Homecoming, then I played Silent Hill 4, then 2, then 3, then 1, etc. At this point in time I've played literally hundreds of horror games, ranging from everything from Resident Evil: Dead aim to WhiteDay: A Labyrinth Named School, Parasite Eve to Zaphie 2, my interest and taste in the genre has become very broad.
I solidified what taste I had in game development in my late 2013 Halloween title for an RPGMaker.net contest with Girl's Graveyard, which you can play an expanded version (without copyright issues as well) of in the Close Your Eyes Goodie Bag DLC. Girl's Graveyard was developed with the idea of making a cursed game; this idea is a bit more common now with things like Pony Island and CALENDULA, but back then it was something not seen very often. I based it loosely off of an old 1980s game by Yuji Naka known as Girl's Garden, and went on to make the progressively more twisted tale of a Girl collecting candy for a boy she loves on Halloween. It.. Got almost no attention at all, but I was quite proud of it!
Then in early 2014, Ludum Dare came around again, and I made Close Your Eyes. I was beginning to get a better feel for making these short projects, and I decided I wanted to make games I wish existed. I was limited still in severe ways as a developer, but somehow I could at least make something, and I wanted to grow what I could do and make the sort of things I wish other people were making, in my own limited way. The original version of Close Your Eyes had a lot of flaws however, and a year later in April of 2015, I reworked it and made a Redux version of Close Your Eyes.
For the first time since I had started making games, a game I made received some attention. It wasn't a smash-out hit or anything, but I had actual feedback from people who had actually played the game. More surprising, people actually liked it! Up until now I was completely self-sufficient and just working off of a central global drive, I didn't actually think my games had any sort of appeal beyond myself maybe. But I received some messages from people who played it, a few medium-small YouTubers played it, and I both could hear people's opinion on something I made, as well as see others actually play it. It was then I decided to do an experiment. A couple years prior I bought the Steam Greenlight $100 pass thing in the off chance I ever decided to make anything, and this was before Greenlight's recent reputation drop due to some shady developers, so I was incredibly nervous and submitted my game to Greenlight, Close Your Eyes, with a promise I'd add more content from the Redux version if it went through Steam. I even did something I'm completely unnatural at and tried to contact a few indie game sites, YouTubers... But I guess I never had to, since surprisingly the game got through Greenlight in 10 days with surprisingly positive response. Many of the sites and YouTubers didn't get back to me (I don't remember who, but I recall a particularly nasty email I got from one of them asking what was in it for them, and to never contact them again, calling me an amateurish prick for even thinking of asking something of him with nothing in return for him), but a few got back, and to my surprise again, many of them actually enjoyed it.
I got to work on the 'Final Expansion' version of CYE and released it on Steam. It had flaws, but I'm kind of weird and think the flaws are part of the game at heart. Stuff to learn for from the next project, but they were part of the game's DNA. And while I was met with a fair share of negative reviews on release (many people with 0.1 hours of playtime, leaving such colorful reviews as, "no," and, "on the first screen i knew this is like the free ♥♥♥♥♥♥-psycho-horror genre's ET it plays like a cheap trick and looks worse into the "incest/murder/2spooky/:^)" bin it goes." And not to discredit criticism, after a period of time some actual responses started coming, some glowing, and some with critiques that were insightful and most certainly a formulated opinion from playing it. But maybe to my further surprise, the response to the game got more positive as time went on.
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There's more to this story, a lot more in fact, but I wanted to open with that long bit of history to bring up Red Haze, its meaning to me, and where I'm going. Firstly, if you haven't yet, you can find Red Haze's Steam Store page here:
http://store.steampowered.com/app/428860
Red Haze is my current project, and the last freeware project I'll be doing for a while (not my last ever though, most certainly). It's both similar but also very different from what I have made previously. Some of you also may know this game as, "the game that was delayed from April to August." I'll get to that, but first let me explain what Red Haze is.
Red Haze, at its heart, is a project that came into being when a friend named Sandy approached me with her own dreams of making games. She helped conceptualize the project, but unfortunately her own life things caught up with her and she's only checked in every once in a while. However, this project would not be what it is without her assistance. The core of the game was decided between the two of us, as well as it being a loose retelling of Little Red Riding Hood, and she created Rockette's design and we both worked out her personality and the seediness of her and her situations together. Red Haze is a horror game that focuses on the pits and cracks of society through a surreal lens, and is designed to be like a root, in that the game is short, but playing through it once, you'll experience less than 10% of what the game has to offer. Your actions, decisions, and a lot more subtle things change the course of your game. The sort of game where 5 people could play through, and then discuss afterwards and have experienced completely different things, and not made to be played through simply once. It has a lot of tricks up its sleeve, things I'm not willing to discuss at this point at time.
And its been delayed a lot. The honest reason is I just haven't been working on it as much as I would of liked to. Lots of life things have come up in the last year, and it's only been getting worse. My dad was laid off of a business he own due to some corrupt investors and he's having to go to court for it, and it's been effecting a lot of the immediate family, myself included. I took on way too much and recently went to the emergency room for severe pain that seems to have come from strained muscles around my heart due to stress. I've had some personal relationship stuff come up recently, both good and bad, have had to work harder on my YouTube channel recently, and add to this money concerns, I have a trip to go to my sister's graduation in less than a month... basically, a lot has been going on. But also in some ways I've been honestly a bit lazy.
But Red Haze I am setting as a goal to 100% finish before August 31st, a year since Close Your Eyes released on Steam. I'm working hard to meet that date. I want to release it, I think it's a better showcase for what I want to do with games than anything I've released previously. It has some flaws, but I also legitimately think there's no other games quite like it. That's not to say it's a wholly original thing, but it's the sort of game I would love to have with a lot of controversial design decisions; There are no Gameovers, there is a shit ton of choice, the experience in a single run will be fairly short, there's only a single save file, the game has a female protagonist that can be sexualized based on players actions, I could go on and on. There is reason behind every decision, and I'll be interested to see how the game goes down with people, positive or negative. But I'm also somewhat limiting my vision I realize, because it's a freeware project and I'm starting to become in a do or die situation where I either start making money doing this, or else I'll have to make this a much more regulated hobby to what I do otherwise to stay afloat.
As some of you may know, I have started development also on a sequel to Close Your Eyes. I don't want to say too much, but the sequel out of all things was inspired by the old 1930s cartoon, Swing You Sinners, but I have a lot of surprises in store for that one. Behind the scenes, I've also started work on a couple other projects you will see with time. I am incredibly excited for all of them, but many are far off, outside of Red Haze.
Still, I want you to understand who I am and where I'm coming from. I think we live in an age where too many people just aren't... Either they aren't transparent, or they put on a facade to do something behind the scenes. There comes more and more news of people doing shady things behind the scenes of YouTubers, Game Developers, and this whole scene, that I want to make who I am and my intent crystal clear. I can be a bit shy and to myself sometimes, but I am working towards trying to be more transparent. Partially because I think it's best for me, best for you guys... Just, best for everyone really. And I think it's interesting. Here I am a limited developer with big dreams who also does other internet gaming stuff regularly, I post on NeoGAF often, I stream often, I host a medium-small YouTube channel, I buy and play games off Steam regularly. I just think... Well, I'm not all that different from anyone else who has passion, and in continuing to create these games, I want you all to enjoy them. I wish I could release all of them for free, hell I'm even debating if there's a way I can make this work while keeping myself afloat like that, but I'm not certain yet.
We live in an era where anyone can make a game and release it on Steam. I don't want to be some crappy shady developer. But I'm just myself, and I guess with that all I can do is just be honest about myself with you guys. I'll continue to make the things I want to make, I do have big dreams and a passion for this. I hope to improve, and I hope you all enjoy Red Haze when it does come out, as well as future projects I have in the works. This was definitely a wall of text, but I appreciate anyone who took the time to read this, hope you learned a few things about me and why Red Haze might be a bit delayed, and I am going to try my best to answer all questions and comments. It will take some work from me, but that's the type of developer I want to strive to be, and the type I think I can and want to be.
Help a Friend through Greenlight; Amihailu in Dreamland
My own Greenlight pages for Close Your Eyes 2 & Suspended Ascent will go up within a few months, but in the meantime, a friend of mine is trying to get a project she's put a lot of work and time into onto Steam via Greenlight as a freeware title. I've enjoyed her games, and would love them to be exposed to a wider audience, so if you have a moment, I'd appreciate taking a bit to look at the above Greenlight page and consider giving it a vote.
Thank you for your time, and I promise more word on Red Haze, Close Your Eyes 2, and Suspended Ascent soon!
Close Your Eyes 2 Questionnaire
Hey folks, I've officially started development on Close Your Eyes 2, which will tie in obviously to Close Your Eyes, as well as Red Haze (which will release before the title). I'll talk a lot more about it in the near future, but I'm looking for answers to a questionnaire I have for the game. I appreciate anyone who takes the time to answer the questions, it'll help me out quite a bit.
You can answer the questionnaire here: https://docs.google.com/forms/d/15At1FCuXfCTkbtA-gzblSn5t6J6Y1CAHQhgs0YF2ijY/viewform
The game will need to go through Greenlight in the near future, but I hope the news is a bit exciting for some of you, and would love to hear any comments or thoughts people have. Thank you for your time.