A couple of months on, I can look back on HOMD’s early alpha release with a nice sense of perspective, and all told it actually went very well. There were many reports of instability and poor collision detection, but both
Darkness, Monsters, and Unexpected Depth
Backers, watchers, lurkers, friends, The tarmac is shattered. The buildings are choking on vines. Steam belches from the cracks in the sky. But the devlogs; the devlogs always go through. When I was showing off HOMD at Rezzed last week,
REZZED! Also: bees, goats
Hello everyone, Just a quick note to say that I will be operating a small booth at this year’s EGX Rezzed! If you’re near London this week, why not drop in and see me? You’ll be able to play a
GDC Announcement; Secretive Things; Locked Doors
Hello. Game details in a minute. First, an announcement: I will be at GDC! Yes, tomorrow I’m jumping on a metal machine which will fly me through the sky at over five hundred miles an hour. I’ll be so high
Alpha News & Combat Spotlight
Hello friends, Last week, the House of Many Doors alpha was released to MATRON-tier backers and above. The game is still very much unfinished and very much an alpha, but enough of the code is complete that I felt alpha testing
Alpha Release Imminent! Combat Looks Nice Now!
Hello, squids and snails. (Edit: It has come to my attention that the opening line of this update could be potentially viewed as discriminatory towards certain varieties of mollusc: slugs, octopodes, limpets, and cuttlefish, to name just a few. I
Sounds, Shops, and Sanity
The cold dawn is what wakes you – not the stench of rotten mince pie, nor the baby pissing gently in your ear. What happened? Is it January already? > Eat pies The pies have ossified into a hideous mass.
Sleek New GUI (with video)
Hello there, backers. Confidantes. Friends. Catherine has been working on the House of Many Doors GUI (that’s Graphical User Interface, if you’re wondering). She’s made it extremely sleek and elegant, and now that I’ve added her work to the game,
Soundtrack Sneak Peek! Excitement!
What’s been going on? I’ve been writing, designing and implementing the game’s questlines over the last few weeks, and it’s all coming together quite nicely. I also coded some gooey blood splatter effects for combat, because videogames. The UI changes
A Quick Little Progress Update
I described the last update as a “quick little update” and then proceeded to write somewhere in the region of 1000 words. This time, I’m afraid, I’m going to stick to my promises. Here is a condensed list of what