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Saturday, February 20, 2016

It's been a while. Two years have passed since I have posted an update. A lot has happened in that amount of time.  To catch you up, I should first start with what we are making now. We are making AirKeep, an app/program capable of taking financial data, putting it on Dropbox, and sharing it with all of your other devices. It's pretty neat when it works, and we are going to start beta testing shortly.  But... that's not a game. That's a filthy app! What happened?  Honestly, not really sure. Stuff changed and shifted,...

Wednesday, January 8, 2014

Hello again, So, apparently my dad wants me to do a presentation about Reverence and how to make video games in general. This made me think a lot about why I didn't like Reverence and what successful mobile games do. I also started thinking about what mobile games are actually for. What is a mobile game? Well, to answer that question, a mobile game is a time sucker. That's all they are, will that change ever? I'm not sure. In the current state of the mobile app market, mobile games exist to make you, the player, addicted to them. They also have...

Monday, December 2, 2013

Hello again, So, lately I've been running into trouble with the game. The problem that I'm having is that I'm not exactly sure how to make puzzles correctly with the tools I have given myself to make the puzzles with. We are adding another feature to the game that should fix everything up, but we're going to try a different tactic for a little bit. What we're going to try to do is block out some levels right now on paper. We're going to try to make puzzles that are actually fun on paper, and see what we need to be able to make those puzzles....

Saturday, November 23, 2013

Hello again! So, I think I'm just going to do a bit of an update and a rehash on what we had been thinking about doing in the last update. The first thing we changed was what happens when you are under the effect of a yellow light, or a "slow motion" light. We still want yellow to be slow motion because anything else just doesn't seem to fit. However, we ran into a problem with this. Messing with acceleration and velocity in the character controller makes for a very messy time. There's some really weird math going on all over the place, and it...

Tuesday, October 15, 2013

Hello again, I'm not sure what stage of development R.G.B was in last time I posted, so I'm just going to give you guys the whole spiel. So, basically, the point we are in development is making cool ideas up while programming the ones we have already. Also, by "we" I mean me and Adam. Yes, I let him in on this game because I am experienced enough to take on his crazy ideas. I didn't let him even know about the last one because I needed experience more than a working game. If that makes any sense. Also, if you're wondering where Patrick is. He...

Saturday, October 5, 2013

Hello fine people of the universe. We launched our game to the silent applause of about 6 chirping crickets, but hey, I don't give up easily. In moving forward we are taking all of the mistakes we made in every aspect of the game and not doing the same thing. That's on both the marketing and technical side of things. I'm (Grant) going to be programming things so it becomes very very easy to start throwing new levels together. I am also starting with marketing now with tweeting people and getting screenshots out there. So, without further ado,...

Tuesday, July 30, 2013

Hello guys, We should be done with this game by midnight tomorrow. That's the deadline that I put down for myself and I plan to stick with it. Unless there are glaring holes or glitches in the game obviously. That means it's time to strap it down and get coding. The thing that I'm finishing up on right now is the sensitivity settings in the pause menu. The tutorial decided to stop working though, so I had to go and figure out what that was all about...

Thursday, June 20, 2013

Hello people, Now, before I get into this post I must preface that I am indeed almost done. I have a few things that are going to be hard to do, but they shouldn't take too long. I nailed down a lot of stuff I wanted to change in the last week and uploaded that update. For example, I changed how the cross hair aims. Now you don't have to be an insanely good player to be able to kill stuff. You can just kill the stuff you want to kill, simple. We...

Sunday, May 12, 2013

Okay, so I was browsing YouTube just a few minutes ago and looked at my videos for some reason. After that I looked at an old video I posted for the game just for shits and giggles. While I watched the video I noticed something. I noticed why I don't like the game anymore. I don't like it because it's too face paced. Everything is really fast and you can't get close to your enemies, they are simply distant objects that you shoot. I think the reason...

Saturday, May 11, 2013

Hello again everybody, You know that feeling when you are close to finishing something but there are only small things to do left? That's pretty much me right now. Except I have a lot of really small things to do. Some of which I don't want to do at all. Basically because it takes a while to do these said things. Off the top of my head I need to: Make the rest of the sky boxes Make the settings in the main menu have sensitivity options. Remove...

Tuesday, April 23, 2013

Hello errbody Yesterday I put on the last touch of what I wanted on version 1.2. All of the changes include a cinematic camera mode, changed skybox for Earth that actually has stars in it, and changed pointer dealy-os. I think that's pretty much it aside from a few tweaks here or there. A change I want to implement in the future is a tutorial that teaches you how to fight, even if it doesn't let you fight and simply tells you. After that I would...

Sunday, February 24, 2013

Hello all! I just wanted to update you guys on what we will be working on for the next couple of weeks. First off I don't exactly want to work on what I've been working on lately. It starts to get a bit bland after a little while. Because of this I have started working on the cinematic camera mode again. However, I am approaching it differently this time. Instead of having a bunch of different cameras that will turn on and off when needed I will...

Monday, February 18, 2013

Hello guys, Yesterday I updated the Beta to version 1.1. I added in a tutorial map that you must play before you play any of the maps. It's basically just for setting your sensitivity for the accelerometer. I also added Justin's name to the credits. I completely forgot about him. That sounds mean. I didn't exactly forget about him, I forgot he helped us with concept art. Is that better? Anyway, I added his name to the list, moved an asteroid, and...

Sunday, January 27, 2013

Hello all, Okay, so I just took the second part of my final for AP Comp Sci. 100% sure that I failed it. I don't care though. I just want this stupid class to end. It doesn't teach you much of anything that you can't just find on the internet. All of the resources are actually free. Yep, that's right. 100% free. The teacher it only there to grade your shit you fail. Honesty, if you wanted to take this class you could download the book and...

Thursday, January 24, 2013

So, for the last few days I have been setting up the game for a beta release this weekend. I only have to change a few things in game, take a few screenshots and make a video for the page. I have also successfully communicated with our website, which is freaking awesome. Hopefully I won't have to take that feature out due to DDOSing the server, then again, hopefully I do. Actually, that would suck. At least we know a lot of people would be playing...

Sunday, January 13, 2013

Hello again everybody! So, we haven't actually released the game yet due to a lot of hectic stuff I have been doing lately. Such as finishing an AP Comp Sci class in a week. It's pretty easy mainly because programming is just adding on new things you can do then incorporating that into your code. Pretty easy if you know what you are doing. So there's that class and Calculus which is anally raping me so I have to study it pretty much every day, also...

Monday, December 24, 2012

Hello, So, I have made a butt load of progress today. I have set up all the maps, they still have some glitches though. Some glitches include not having the icon over the enemy when the player is looking straight at it. Another glitch is a fucked up rocket lock script. Which is weird because I have re written that script about 3 times over. Very strange indeed. All of the other problems come mainly from shitty map designs. All of the other maps...

Sunday, December 23, 2012

Hello, Today I finally made the push to do stuff that I didn't exactly want to do. Such as making a game over screen and making a points system. I finally forced myself off of Reddit and put my resources towards game development. Once I redirected myself I started on the points system because I already had the framework down. I just had to make it put on points when an AI ship was killed. Then I went on to do the game over screen which was a little...

Friday, December 7, 2012

Hello all, So I decided to make a post because we almost got into a train wreck that could have thrown this whole game off course and potentially never finished. So what happened is I came home after going to the eye doctor, booted up my laptop, and started up Unity 3D for some ass kicking time. Then I took a nap and came back to my laptop after about an hour and browsed Reddit and YouTube for a few hours. Then I went over to Unity and saw some...
Hello all! I have very good news today I just got verified for Google Gheckout! We can now publish games for actual money now! One step closer to publishing the ga...
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