Stegalosaurus Blog All the news about Stegalosaurus that is news to fit. Fri, 05 Jun 2015 00:42:06 +0000 en-US hourly 1 Steam & Light at the Tunnel’s End Thu, 04 Jun 2015 23:07:03 +0000 Last month, I thought I was going to have a heart attack.

You see, on May 12th, 587 days after we had hastily put up the Steam Greenlight page an hour before we got in a cab to go to New York, our little monster got accepted on to Steam. My head and chest were racing a mile a minute. I called the rest of the team: Amber, Kroze, Ben. I IM’d Ashley. I went outside and just… walked around. I absent-mindedly walked too close to the Geese and almost got killed. So now we were able to roll out on Steam. Not just our site, not just any other platform we called up and begged.

The game you have been following (or hate-following) for 587 days is finally going to see the light of day. Boy, that’s going to be weird. It being done (well, besides maybe a patch or two, which I find highly unlikely). Almost three years of learning game development, bad business decisions, good business decisions, ridiculous BS beyond our control… and it all comes down to a few scant more moments.

Basically, it’s not over yet.

Right now, we’re transferring the code to “a better place” (i.e. a new group-share site) in order for it to be polished up. This weekend, I will be editing the last remaining bits of unedited VO. Then we need to playtest. Then add the VO. Then playtest some more. I will be replacing the placeholder art. There’s still no real timeline as to when the final code will be hammered down, but we are aiming to provide Valve with a complete copy by at least early July. Why such a late date? Why almost a month and a half since being accepted? Half of it is financially opportunistic, half of it is due to those aforementioned things beyond our control (and God willing, it will be the last one).

I don’t think the Greenlight page will be updated with the new art, simply because it doesn’t NEED to be. The one that will get a makeover is the new store page.

In the immortal words of Samuel L. Jackson: “everyone hold on to ‘yer butts”.

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How To Make A Video Game While Really Trying Sun, 12 Oct 2014 20:18:41 +0000 So, in 2010, I wanted to make a video game.

Kroze Kresky, Patrick Godwin, Ben Heft, and I started a game company around Christmas of that year, cobbling together the new name of ‘Stegalosaurus’ out of the ashes of an old company name that was actually owned by Legendary Pictures. They even told me over drinks after San Diego Comic-Con one day: “yeah, you’re not winning that legal battlle”.

Army of Tentacles went through many different iterations since then (one of them being a turn-based action game), before falling into the current and final version. For a year, we were working on a pitch to Microsoft and TechStars for a related but altogether different product. Then Patrick left.

2012. In haste, I ended up paying some people that I should not have. Because of that, Kroze and his team are chugging along, trying to untangle the wires of the past programming tomfoolery. It is the end of 2014, and while optimistic, we have come to the conclusion that as soon as we hit a brick wall we cannot get around, we are hitting the Nuke Button and redoing the entire codebase in C+. This is the worst option as of now, but the silver lining is that we will have 100% control over the code, we know what will go in it, we already have a foundation for every single existing system in the game, and we will know a proper end date.

Thank you for your patience.

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AoT: The Christmas Update Wed, 25 Dec 2013 07:43:57 +0000 So, people might be wondering where exactly we are as of now.

First of all, happy holidays to everyone.

Secondly, quick update to update you all on progress:

Most of our VAs are away this month, and the other half are celebrating the season with their families. We have been getting in a steady stream of VO, but not enough to be able to import it in, rearrange and add voice file code, and test it all before the end of 2013.

We hope to have more information soon. We’re so close and we hope everyone understands that this process takes time and patience.

And patience.

From all of us to you, once again, happy holidays. Thank you for all of your support.

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Halloween Update: VO Panel & Steam Greenlight! Fri, 01 Nov 2013 05:29:05 +0000 Hi, various number of people reading this!

First off, if you celebrate Halloween, then happy Halloween! I wish I could say Happy _________, but that would be spoiling our Halloween-based secret party member. Of course, it is a Lovecraft game, so I guess they are all a bit ‘Weenie.

Secondly: progress update.

We’re sitting at 99%. I’ve completed about four full runs of the game without new bugs, and those that I have hit are either due to renaming files or cleaning up hub areas of the code. Anything from here on out is most likely going to be aesthetic, such as a change to our menu GUI and a possible fix on the color scheme of our dialogue options.

We have been in beta for two and a half weeks now, about a week less than we wanted, but things come up when you’re working a part-time, non-paying job. It has nothing to do with a lack of dedication, but rather a lack of time. It’s a bummer, but it’s also a fact of life.

Thirdly: we put up our Steam Greenlight page! Click on Perry fighting the Olympic Velociraptor Bobsled Team to be magically transported there via technology.

AoT_GreenlightWe originally put it up without a video because Kroze and I were literally hopping in a taxi to go to New York within the hour. It worked, too, since we got a huge boost in upvotes from the networking we did at New York Comic-Con. But we also need to put up a trailer, as such a thing would boost our “street cred”. We have been waiting on the newest builds of the game to do so, and it should be up shortly. We tried in New York but found it was just too busy of a time. It was super fun to hang out with the VOICE CAST for the game, and get things rolling (we currently have about seven or more fully recorded).

That brings us to Thing #4:

Fourthly, Kroze and much of the voice cast will be at Youmacon on Saturday for an Army of Tentacles VO panel. If you’re in the Detroit area, or already at the Con, you might fancy to hit it up.

youmaThere was a lot of discussion from all sides concerning whether or not we should publicize our voice cast – we’d like the game to stand on it’s own. Some said it would help us sell the product if we said “lookie lookie”, but we decided to err on not hurting any of the friendships that we have cultivated in order to maybe get a few bucks. So you’ll just have to hear it for yourself!

Everyone reading this, have a nice night amd a happy rest of the holiday! The spooky, spooky holiday!


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Army of Tentacles: End of Summer Wed, 07 Aug 2013 22:20:28 +0000 Coming Summer 2013.

Still planning on hitting that, summer does not officially end until September 12th.

The plan is for Casey to have completed the last mechanic by today: the invasion and how it ties into enemy/party member/army training levels and the like. Ultimately, we may have to keep adjusting the time feature just to get it right, but that should not be a huge deal after everything else is secured properly in the code.

I am going to be going up to Berkeley either by this weekend or on this weekend in order to at least do a run of the game with Casey, and finalize the code. Then, Kroze is either going to come to California, or I’m going to go to the East Coast, where he will either say “the code looks good” or flip some tables.

I’m a newbie at this and Kroze shakes his head at me, but we decided as a group to go ahead with the art and the everything else before we had all the mechanics in: time, invasion, shops, menu, and party/army. This was the big mistake, and only one of the myriad of things that we are going to do better – dare I say right? – next time. I’ve never done a post-mordem for a video game before, but I’ve done them for plays and movies, and we already have an unorganized list of everything we want to talk about.

More as this story develops.

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Casey: Programming Update #1 – Alpha Fri, 07 Jun 2013 08:34:49 +0000 Programmer Casey here. We’re rapidly closing in on beta at long last. We’re working out a few kinks in story logic so we can test the final piece of the engine and we’ll be ready for a bigger testing group.

For those of you curious to see how it’s looking here’s some new screen shots:




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Army of Tentacles: May Sat, 18 May 2013 02:05:24 +0000 Well.

The public demo is not out yet, which is surprising, but only by a little. We ran into a few weird bugs – one wacky one revolving around color hexes – that have delayed things a bit. The good news is that once these things are ironed out, and after we get in the shop function and the finale for act three, it should only be two runs through the game until we determine if we’re ready for a short, closed beta.

If all goes well, I’d like to get a public demo out this weekend.

Later on, we’ll post a larger post-mordem about what went right (very little), what went wrong (a lot), and what we’ve learned from this experience.

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