Tag Archives: video

SSUDE delayed, Paris Games Week footage

SSUDE delayed

I “commited” to a release date, November 3rd, and the game isn’t ready yet. I would like to apologize for this, as well as taking so long to offer an explanation and a new date.

I took part in Paris Games Week which took place from Oct 28th to Nov 1st. My plan was to have the game all set before it starts, but the localization was a tougher nut to crack than I had hoped and it caused some bugs that made even an English only release… Well not impossible but not good either.

I hoped to be able to finish during evenings after the convention but those things are more exhausting than I remembered… Or I’m getting old? Nah, that’s not it.

On top of that player feedback from the event uncovered some features that really need to be added before release. A solid tutorial is one, and there are a few others. Quite simply, if I (or the volunteers, Jason and Dimitri, that were helping me out) weren’t there to explain the game to newcomers I would find the game screen changed and no one there playing. Ragequit.

Because it’s deep and complicated 😀

On the other hand with a quick introduction many people really got into it, and that even includes quite a few youngsters I wouldn’t have suspected could find an interest in this type of game. That’s all good news, but it requires some extra work. A few more weeks.

I hope to finish before November ends, but I’d rather not “commit” to it. I hate not meeting deadlines and they’re so hard to evaluate.

Paris Games Week

I captured some footage of SSUDE players at Paris Games Week. It took a bit of time to edit and blur the kids’ faces, as promised to the parents who gave me permission to film.

 My apologies for the delay and thanks everyone for your support! Back to work 🙂

Underworld Gold WIP HD

Underworld Gold is still work in progress, but the last remaining images, mostly the full screen storyline illustrations, are coming in at a good pace. The following video shows a couple, and hints at a few more changes. There are still a few glitches that need fixing, but nothing of much consequence.



I’m looking at an early 2012 release at the moment, which should allow for some more polish, new levels and “puzzles” (a term I use loosely to define any kind of obstacle that requires some thought to get accross).