I'd like to go ahead and switch gears away from The Bounty: Deluxe Edition and game development in general for a minute. Extra-Life 2015 is going down in less than a month. I'll be participating as usual- and this year I'll be doing so on behalf of The Mayh3m Militia. My friends from Mayh3m Militia are the very same that I teamed up with earlier in the year for Operation Supply Drop, and I'm proud to be doing so again. While I don't have much info yet, I can give some insight into what I'll be doing. It's being called CastleMania, and will consist of a full 24 hours of Castlevania. The playlist will range from the beginning of the series to the present. We'll see how many we can get through together, and maybe even take down a record. I hope you'll join us, and will be back soon with schedules for what's going down with the Militia. You can visit the Mayh3m Militia team page here, and even make a donation before the festivities begin! WANT TO REQUEST CASTLEVANIA GAMES FOR THE MARATHON?
Comment here, and I'll see if I can line those up first! Thanks to some recent and fantastic developments, I've decided to push back release of The Bounty:Deluxe Edition. The new target is a tentative Q1 2016.
While you'll have to wait, and I apologize for that, I'll be able to deliver a much more comprehensive experience, and not just limited to Windows PC. It will look better, play better, have more content, and be in more places. I sincerely hope you look forward to it, and new developments in the very near future. Here's the lowdown. The Bounty was built in RMVXAce. Being independent, I go for the path of least resistance. While I had to change the engine a bit, it was easier to make it do what I wanted, versus another. The biggest drawback is the engine's limitation to Windows EXE export. A new version had been planned and was underway for Unity. That was until the details for RMMV were released. Along with supporting native HD resolutions, it abandoned the Ruby language of VXAce in favor of the more common Javascript, with HTML 5. With this new engine, I can achieve the same results, but with far less time; including porting to Mac, Web, Android, iOS, and Nintendo Wii U. It will take time. The middleware won't be available until Oct. 23rd. The art has to be increased to HD resolution. New content has to be created. The Ruby code needs to be redone in JS, and there were certainly be a learning curve. However, it will take far less time than the alternative, and I believe it's worth waiting for, rather than repackaging an upgraded version of the game after a few months. Don't worry, though! The GoFundMe will continue, and you can preorder your boxed version of The Bounty:Deluxe Edition or become a character just as before. The desktop version of the game will launch first, followed by mobile, and then console. Stay tuned for more news and surprises, and thank you as always. -Dave Vogt |
AuthorDave Vogt: Archives
February 2021
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