It’s been fun so far. Loads of people saying that they’ve really enjoyed playing it which is, y’know, a good reason to write videogames if ever there was one.
Cash wise? Well, I’ve made about 2 and a bit greenlights so far so I won’t be rushing out to buy a mansion just yet. (not complaining here, mind – I didn’t expect to be buying a mansion). Talking of mansions and specifically the lack of them, Jeff’s post on what happened After-Space-Giraffe (bundle related) is worth a read for anyone who truly believes you just make a good game and magic happens.
I already knew what sort of pickle Jeff got into (I was on the beta team for GR:R and previously, NeonPC) and how close to the bone things had gotten so no surprises to me but it’s still a thing that makes me incredibly sad. And also, gives me all the more reason to point out that Jeff’s a fucking massive inspiration and Space Giraffe is rightly something he should be proud of. It still stands as the best game I’ve played in the past ten years and maybe, perhaps, close to ever ever ever.
If I ever got a bucket of cash, I’d just chuck it at the bugger and let him do something he really wants to do for a while but ehhhh, pipe dreams. But seriously, watch that NeonPC vid (or the Xbox vis) and imagine what that’d look like now with 2012 shader tech and a comfortable buffer to allow Jeff & Giles to fuck around with. It’d be amazing.
But anyway, I digress and back to Death Ray Manta!
A few things have come up post release, as they do. I won’t be fixing anything in the next few days as I’m off on a break for a bit. The closest I’ve got to sodding off the past couple of years has been a quick jaunt down to Game City a few years back with Mrs B and the kid so we’re upping sticks. Not quite as far as we’d originally planned, admittedly, but still – away and disconnected for a few days and time for some peace and quiet. Then I’ll get back on the wagon when I return.
But to address a few reports so far:
1. Joypad occasionally not working on the Windows build.
OK, this is a weird one and I’m not entirely sure why it happens given it works for some and not for others. Given it’s happened to a couple of people with wired 360 pads and I’ve been testing it with wired 360 pads, yeah. That’s curious. But I’m planning on rejigging a lot of the stick stuff anyway so that’s something that I’ll work towards finding a fix on.
2. Window changes on XP crash the game.
Sometimes and for some people. There’s a couple of bug reports for this in the Studio bugtracker already so we’ll see if a fix comes. I can’t promise this one.
3. Some slowdown on older laptops/computers
See, the plan was to have the customisation stuff ready for launch in order to help with this. That didn’t happen but it will be in place for the next major version currently planned for October. Hang in there and you’ll be able to tweak things down to your hearts content. I’m really sorry I couldn’t make it happen on launch. See also…
4. Slight slowdown on the Mac build compared to Windows
As above. Things will be tweakable and there’s a lot of room still for me to get the thing running faster anyway. Please hang fire to October on this one and it’ll be sorted. Or at least, I’ll hand you over the ability to sort it out as best I can.
It’s my first attempt at doing anything proper on the Mac and I pushed it out fairly close to the deadline. It’s a fucking miracle it works at all never mind gets so close to the Windows version
5. Ability to move before anything has spawned in. That’s crazy!
Yes, it is. It’s by design though. Decidedly not a bug. I want you to be able to do that.
6. Will there be a version making it to blah OS/device?
I don’t know! I’m not convinced it’s a good fit for iOS/Android as is but I’m sure I could tweak it round a bit and make it work given the time, money and energy. Thing is, two Greenlights doesn’t buy the licenses/gear I’d need to make that happen in any sort of decent way anyway so maybe, at some point in the future, maybe. And as for Linux, well, I can’t even currently buy an exporter to export to Linux so if that ever emerges and it becomes an option, I’ll look at it then. Until then, soz, can’t. It’s not that I don’t want to, natch.
Right, I think that’s the lot so far anyway. Thanks to everyone who’s played it so far, everyone who’s wrote nice things about it and everyone who’s helped so far. Don’t forget, for the next week and a bit it’ll be available to buy from $0.99 upwards in Bundle In A Box. Tell your friends! It’s good, promise!
I’m off to play some more Fruitorious.