Monday, August 20, 2012

Progress Report

Greetings everyone!

I hope you enjoyed the teaser to 8-Bit Dimension I posted up earlier this month. I've been hard at work getting the game primed and ready so all of you can download the early builds and take the game for a spin. Admittedly, I haven't been able to put as much work into the project as I had originally intended. Summer is winding down and I've been trying to spend as much time hanging out with friends and going places as I can before I get sucked back into the grind that is school.

Despite this, I have managed to sneak in some time to work on my current project, and I am happy to tell all of you that as of today, it is in a playable form. Unfortunately, I won't be releasing Alpha 1 just yet. I'm not satisfied with the game-play and want to tweak it a little bit before releasing it as well as add in a few more features to give the game some substance. In addition, classes start next week, and then I am going on vacation the following weekend, so my development time is going to take a severe hit in the coming months while I focus on my school work. I will continue to post updates on on the progress of the game as well as other little tid bits periodically, starting with when I get back from vacation in early September. Look for it!

While I won't be giving you a playable version of the game today, what I can do is tell you what you can expect with 8-Bit Dimension.

8-Bit Dimension is going to be a block breaking pong type game, much in the same vein as Breakout and Arkanoid. You'll have your standard fare of block puzzles, power ups, and enemies, but in a twisted 8-bit realm of forgotten icons trapped in a glitch. Your mission is simple: To traverse the game by destroying the blocky monoliths of games that lost themselves in this dimension until you find what's causing the disturbance and neutralize it.

Also, I'd like to take the time to say that the release schedule will be a little bit different this time around from Mana Clash. There will still be two Alphas, followed by two Betas, and then a release, but the releases will be a bit more staggered. The main reasoning behind this is rather than implementing a few ideas, then releasing the build for critique, I decided that I want the different versions to feel much different. This is also partly why I want to wait on releasing the initial Alpha, as I want the release schedule to smoothly transition into launch while encompassing a greater number of mile stones for each version.

That's all for today, but rest assured I will return with more news, and the latest version soon! Until then, enjoy what ever games you are currently occupied with!

Wednesday, August 1, 2012

8-Bit Dimension

1983 was a bad year to start a Video Game Company, just ask Gencom.

In 1983, a group of college students decided that they were going to get in on the video game madness sweeping the nation and formed their own company, Gencom. The plan was simple: Release a Breakout clone for the Vectrex. Fate, however, had a different plan. With the video game crash of 1983 and the Vectrex pulled off the market mere months later, Gencom found itself treading water in an unstable industry.

After a year of uncertainty with mounting debts, Gencom was prepared to shutter it's doors when news of the Nintendo Entertainment System reached the collective. Borrowing money from their parents, friends, and any one else who would invest in their dream they pushed to stay afloat and survive until they could launch a game on this new platform. By the end of the year Gencom had come mere inches from their goal before a lack of outside investor support sealed the deal.

Oh, but our story doesn't end here. In fact, it is just beginning! You see, by October Gencom had completed their game and sought money only for marketing and distribution. Investors still wary of the video game industry weren't willing to risk their money on another failed venture. Ironically, the NES went on to become one of the most popular gaming consoles of all time and nearly single-handedly revived the entire industry. After selling all of their assets to repay some of the debt, all that remained of Gencom was a single prototype cartridge for their game "Brick Busters." A prototype recently rediscovered and sold on ebay to a video game archivist, left rest in the halls of brothers it never had.

Brick Busters had a secret. A terrible, dark secret. For shortly after Brick Busters was admitted into the archive, the games around it slowly stopped working. After twenty-five years of bitter jealousy and hatred something in Brick Busters had been locked in stasis, never to face the thrill of battling a human opponent. Trapping portions of the other games within it's own, it seeks to destroy the very industry that had condemned the game so many years ago.

This is where you come in! We're developing a program to allow you passage into this realm, and we need you to free the other video games from this disturbance before it's too late! Are you ready to travel into the 8-Bit Dimension?