One morning in 2004 or so, I got up and decided I wanted to make a video game.
I was about 15 or 16, I had just finished Broken Sword, and went in search of a program that could let me make an adventure game myself. I tried a few different ones, and eventually settled on Adventure Game Studio. With it I started my first game, based on a 44-page comic I had drawn the years before. It was called The Majestic Conspiracy.
For the next ten years I worked on it off and on, through several iterations of the script and the art style, through multiple versions of AGS, four years of game design college and an internship. It was the classic too-ambitious-to-finish first project. So today I thought I’d write about it, to honor its demise.
Continue reading “From the vault: The Majestic Conspiracy”
Well, cat’s out of the bag – Black Feather Forest appeared on Warpdoor, a curated site for interesting indie games run by smart guys from indiegames.com and killscreen. So if you want to check out what I’ve been (mainly) doing for the past month or two, grab the demo and let me know what you think.
The demo is a rough early version with some features missing or partly implemented, but any feedback or suggestions are appreciated; bug reports too, either here or in my email.
And now seems like a good a time as any to tell you about the website for Black Feather Forest. There’s not a lot there yet but it’s a nice place to go, a sign that it exists for real at least. The mainly useful thing about it now is that it links to the presskit, which I am excited about!
Presskit() (pronounced as “do presskit”) is a nifty invention by fellow indie Rami Ismael of Vlambeer fame, to help indie gamedevs and journalists alike to gather up the most salient info about a studio and their games for easy publicitimations. It’s included in my portfolio site now, or if you want the direct route head here.
It’s weird when something ends up in the ether outside of your own involvement (I only posted to a forum for feedback), but at the same time it’s somehow reassuring when it gets picked up, that you’re on the right track with what you’re doing. I wasn’t going to drop the demo publically until I polished it up to my satisfaction, coinciding with an upcoming showcase at a festival, but I realize that when you are making things you always want to hold onto it until it is ‘just right’. There’s always something more to polish, to improve, to add, to tweak. So heck, let this be the way that I get over that and let you guys in on what I’m making here. I hope you dig it.