Hello again everyone! It’s been some time since our last update, but we have some exciting things to share with you. We have been putting a lot of work into fleshing out the games visuals more; we find it really draws people into the game so figured it would behoove us to spend time on it. So some new environmental has been developed, specifically a greenhouse! It’s starting to come together bit by bit.
You have no idea how refreshing it is to finally see something other than solid color! It was a much needed addition, and I hope you feel the same way. Speaking of ‘game’, our tireless developers have been carefully laying the foundation for the games systems and were quickly getting to the point where our designers are going to get real busy making levels! We’re not quite ready to show footage of our gameplay but perhaps you can make some inferences from this sneak peek :wink-emoji:
Other than that, we’ve started animating some of the fauna so they aren’t just standing around like stuffed animals. I’ve got to say though, watching lots of videos on Tanuki for research does nothing other than make me want to hug one forever.
That’s it for this installment of Devlogs with Spaghetti Games. Be sure to check in soon for the next devlog! If you have any videos on Tanuki that we should be aware of then please send them to us on Twitter, Instagram or Facebook.
Finally back from our travels! It’s been a fun two weeks of events, and most of us are exhausted and recovering from convention flu as per usual. It was a lot of fun to get to go to these industry events, the first time for many of us. Though it hasn’t been all fun and games. Some of the team stayed behind and they’ve made quite a bit of progress on the game! We’re pretty excited to show you something new:
We’ve got some new UI going. Players can now store and sort through the terrariums they’ve made and place them inside the greenhouse. It makes it a lot easier to manage which ones you have. You’ll be able to name them soon and give them a short poetic description.
The art is really starting to come together! Our artists have been hard at work the last few months and the effort is really showing through now that we’ve had time to implement them. It’s really starting to shape up.
For the social savvy followers, you might have already seen some of these images. For you, we have something particular in the works for next devlog that you’ll definitely want to stick around for. But as always, you’ll get more frequent updates on our socials: Twitter, Instagram and Facebook too.
Hi mum! Hello everyone else! We’re all a bit busy at the moment preparing to go to some events in the coming weeks so there’s not much to show you this week unfortunately.
But! If you’re planning to be at EGX rezzed in London, or Amaze in Berlin you can count on us being there. We might even be wearing some bespoke t-shirts and handing out custom business cards to anyone who wants them.
If you want to find us at one of the events and badger us to play the game then please by all means do so! Flood our socials on Twitter, Instagram or Facebook until we do.
We’re real busy! Have been, and likely will be for the next couple of weeks! But were making some big progress towards a stable playable version of our game! New models, cooler artsytle, rotations that don’t cause the summoning of Cthulhu. You know, the works.
In other news, we had the lovely Adriaan de Jong drop by the office to talk with us and the teams here at the Indietopia. You might know him from his work at the Game Oven on Bounden, Fingle and most recently his work on Hidden Folks! We had a very eye opening talk about indie marketing, how he managed the logistics of making Hidden Folks, and our game. It was a great time and we’re super grateful that he took the time to meet us.
As always we’d love to hear you on socials! There’s Twitter, thats a good one, oh and Facebook of course. If you’re feeling experimental we have an instagram too! See you next devlog!
We must learn from history, or else we are doomed to never see the wonderful art they have hidden away.
*excerpt from Dr. Anne Atiya’s book “From the ashes: discussion of lost culture during the Industrial age”; all rights reserved: New Antarctic publishing 2997-2999*
“Digital culture of the industrial age:
We know now from the invaluable work of Dr. Ji Xiang Paterson et al. that there was a booming digital culture during the industrial age between 1800-2100. Which seems to have been a very tumultuous time as it is also known for the homo-extinction, so named for the egregious wide spread damage our species had on the planet. Even cursory glances at the evolving trends of this time reveal how impactful the environmental situation had on the art and culture of the people.
Dr. Patersons trove of lost videos, applications and interactive media paints a very interesting shifting picture of major attitudes at the time. Three distinct pictures seem to present themselves when sifting through the media….
… The second age is dominated by a growing fear over inaction and naive hope for attempts to right the mounting wrongs, that by the best accounts continued until the 2050’s. The third…
… which is an interesting juxtaposition. Art has never been known to do more than say that something should change or act out change they want to see. Instead what we see is art actually begin to be more than content people would ‘consume’…
… Valley’s Between, and TerraGardens. Our best guesses is that these interactive pieces hoped to foster deeper appreciation for nature and the ‘mechanics’ by which it operated. A lot of their understanding of nature was incomplete but we attribute that to the state of scientific discourse at the time. Terragardens particularly attempted to wrestle with ‘ecological forces’ and while, rudimentary by today’s standards must have been quite accurate. The visual style has aged quite well, and if you are particularly interested images from it are now part of the permanent exhibit at Zimbabwe’s Culture museum…
… What we can see is that a lot of interactive media in this short time period is a growing understanding of the impact their medium could have on its audience. More and more pieces tried in the next decade or so to remove the barrier as much as they could from the audience and nature. Whether a direct result of rising tensions or a fuel for them is unknown. What is known is the importance that these titles had in rolling the proverbial ball…
… We unfortunately were unable to gather more than a name; Spaghetti Games of whom we assume were the people behind….
*All rights reserved: New Antarctic Publishing 2997-2999*
The gods of Spaghetti's pantheon would like you to think they were masters alone of the universe. Alas they are not the only pantheon. Neither the first nor the last in any regard. Pantheons have often fought for control over their universes, and few collaborate. Spaghetti's gods in a rash of good luck have found fast friends in a collection of new pantheons to the universe... Despite their dark ways.
Welcome back everyone to another wonder devlog. As you know we were lucky enough to get the chance to work with the indietopia accelerator to help us in our debut game TerraGardens! What you might not have known is that we aren’t the only ones working with them, and there are some really cool games being built around us (it’s quite inspiring). So today I’d like to bring to your attention, some cool games and the people behind them.
Fringe Planet! A eldritch horror inspired community survival game on a frosty isolated floating world surround by the void. Do your best to keep 6 disparate survivors from falling to the madness and eventually learn the dark truth of their situation? Despite the eldritch tone of the game it’s filled with a lot of fun stemming from the tension of just surviving a little longer. Nic the developer from Sigil Initivative ( a solo dev! which is super impressive), is super cool and has a really fun personality if you ever get the chance to meet him. He posts on twitter often on his own handle @Beebug_Nic about development among other things, but for official posts check out @FringePlanet.
We’re also working at Indietopia with the guys from Tweetal studios; Lars and Tobias! Two crazy Dutch guys working on a similarly crazy game called Crimson Resonance. A concept they hacked together for Ludum Dare 40, then decided to build into a full game with the help from Indietopia. It’s a dark atmospheric game with amazing visual and sound design. The game is quick and intense so if you like adrenaline pumping immersive games you really should play it! They have the Ludum Dare 40 demo on itch.io if you’d like a taste of whats to come. You can follow them on their escapades on twitter at @StudiosTweetal.
I hope you all give them a follow, they’re cool people and with cool games. So from us at Spaghetti Games I hope you all have a wonderful week, and we’ll see you again for next weeks devlog. As always you can find us on Twitter, Facebook and Instagram!
Ah wonders of managing a project with many important pieces with a lot of people who all work a bit differently and have free will. Not to mention the mess it makes on your whiteboard that is finally organized and isn’t a mess of sticky notes that no one can read.
For as long as humans have tried to get things done with more than one person there has been project management tools and practices. Unfortunately, thanks to a number of compounding issues we will never know what or if they used any particular processes. The pyramids of Giza, great wall of China. We may never know what amazing technology they utilized to breathtaking effect. What we do know is that they had almost no time frame, as much money as the emperors who commissioned them had, and unlimited, unpaid slave workers to do it for them. Perhaps it’s not so bad that we don’t use their methods anymore.
So lets say you have a team of 2 – a large number of people; and you’d like to get something done. If you’ve done any googling about project management then you’ve probably come across a few things that might sound familiar. There are different ways to handle projects, and a lot of different software and tools for doing it online. Among the more popular methodologies these days are Kanban, Agile and Scrum in software dev. Waterfall and Critical Path Method lend themselves to more physical endeavors like making a real thing. Then there’s the classic methodology of ‘just get things done’ which is quite popular.
If the project isn’t too complicated, say organize a trip to the local zoo for your kid and his friends then the waterfall method will do you just fine. It essentially works by sequencing everything that needs to be done one after each other. A simple checklist will do wonders.
If the project is much larger and you find yourself in charge of several people who may or may not want to work, then you’ll need something with a lot more features. Lets say you want to make an app that records audio and lets you edit it and send it off anywhere. It’s going to be a complicated affair and might take years if you let things take a natural pace. In that case the Agile methodology (and its many faces) is the go to.
Agile: The mother bear of management methodologies. Sets out four core values to follow.
Scrum: is a simple but strong tool for small teams. The most popular of the agile frameworks. Focuses on quick iterative development cycles, and a lot of sticky notes.
Kanban: Also features sticky notes, but is more focused on a project that needs a steady output of features / toasters. Use this if you know you’re going to be making a lot of the same thing over a period of time like beer or hot sauce.
Both KanBan and Scrum work with a concept called sprints. Essentially a block of time, either one or two weeks long where you schedule as many tasks as you think you can manage to finish. And another key feature is the ‘scrum board’ where you put all of the vague, confusing sticky notes.
“But what if we don’t have a shared workspace we can go too? How do we possibly manage our project on the internet?”
You have a good point strawman, but I have a better solution.
If you google, online project management tools you might find this page which you might look at and have no idea where to start. So I’m here to list the tools we at Spaghetti games have used and our experience with them. Maybe you’ll try one of them, cause the best part is their “largely” free.
1 Trello: A popular tool and quite rightly so. Free out the box with a lot of features for a simple scrum board. It’s a lot of moving rectangles from one list to another but they all are. We used this one for quite a while and it’s a useful tool, but it relies of people being honest about logging on and moving tasks. Good for small teams and projects.
2 Slack: A pretty cool piece of software all things considered. This is the tool for the team that isn’t tied to discord or skype for communication. But that’s what it is really, a communication tool, it won’t do fancy scrum boards with visualizations of how fast you’ve gotten things done. This is for larger teams that don’t all have Pictochat.
3 Clickup: What we’re currently using at Spaghetti Games. It can be a lot more complicated than trello and slack but it offers a lot of really useful tools and features for free. The really advanced tools are premium, but unless you’re a huge team and need gantt and burn down charts for optimization the free version has all you need. It’s highly customizable, with several levels for amazing hierarchy organizing. Best used by teams larger than 3 with need for accountability tools, or anyone who really likes to nitty gritty plan it all out.
If you can work together in person though, a nice whiteboard, sticky notes and trust is a very potent project management technology.
I hope you’ve found this to be useful in someway shape or form. Organizing large endeavors is always quite intimidating, but if you’re familiar with a good tool and methodology it becomes just about doing the next little thing on the list. If you want to ask me about any of this you can find me on Twitter @GameSpaghetti or @blaaaaanky, Instagram and Facebook too!