(The release date of the upcoming demo)
The next public demo for Village Monsters – which you might know as Candy Corn – needs to be bumped to November. The exact release date and eye-roll-worthy nickname will be announced a little later.
Last time I delayed a demo it was because I still had work to do. This time it’s sorta the opposite – I actually want to make the demo contain even more stuff.
I was reviewing my roadmap (and you can too!) and realized that this is the second-to-last demo. Demo feedback has always been immensely valuable to me, so I want to squeeze as much as I can into the release so you have more to play with so you can in turn give me more feedback.
Another (and less flattering) way to look at it is that I didn’t get nearly as much done as I hoped back when I scheduled this release in August. We won’t talk about that, though.
You could simply ask “why don’t you just release what you have now and make an extra demo later?”, and it’s a fair question, but the answer is that releasing a demo is a lot of work. Time is at a premium these days, so creating fewer (but bigger) demos just fits my schedule a lot better.
Oh, and Happy Halloween!
sleep safe, ghost dog
The power of ten thousand souls flows through me as I open GameMaker. A cursed scream escapes my throat as I watch my possessed fingers furiously writing lines of flawless (though haunted) code. A demonic entity bursts free from my chest in a ring of fire. His terrible visage turns toward me and whispers, “This walk cycle could use some work.”
All this can only mean one thing: it’s the officially month of monsters.
Happy October, y’all.
One of my favorite trends in video game development is how increasingly open its become. It used to be that game creation was (to players, at least) an unknowable and arcane process that you could only catch glimpses of in magazines or websites.
These days you can find all sorts of examples of refreshingly open development – there’s Dwarf Fortress’ extensive roadmap and dev logs, Subnautica went and made their whole Trello board public, and even big companies like Fortnite are letting everyone see progress on feedback and suggestions.
I’ve been creating developer diaries and public demos since I started Village Monsters, but I wanted to do even more – I wanted to be as transparent and candid and naked as possible.
So I decided to do just that. Not the naked part, I’m still mostly clothed.
Good news, Appleheads: Village Monsters is now available on Mac!
You can download it right here
As with the Linux releases, the Mac versions will be labeled as “Lightly Tested” until I’m more comfortable with the process. On my old (~2009) MacBook it runs but at a low performance – which I suppose is to be expected from a 9 year old laptop.
Going forward all three platforms should release at the same time, which is a very big step for our little monster game.
Hit me up if you have any issues
The past couple weeks were so focused on the demo release that I went on a developer diary hiatus – but we’re back today, baby!
(Also, why not check out the demo if you haven’t already?)
You’ll notice a definite trend in what I’ve been working on this week: villager interactions. This’ll remain a major priority for probably the next month and includes things like player-involved conversations, quests, schedules, villagers interacting with the world alongside you, and more.
Let’s dive in.
The final new version of the Summer Sherbert demo has been released. This is a small update containing mostly crash and display fixes.
The next demo is due out in October. See you then!
To grab the demo you should head on over to the download page.
- Added a slight input delay when opening letters to prevent immediately dismissing it without reading
- Toggling off Full Screen now returns the display to the default settings you started with
- Fixed a crash in the library
- Fixed a crash related to end of day cleanup
- Fixed occasional dialogue overlap