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Hey everyone! You may have noticed that I went silent for a while... I spent about a year working on a new game that I feel is my greatest work and one that I am actually very proud of. I poured my soul into this game and really wanted to create a passion fueled experience. The soundtrack is HUGE, there is a LOT of content, and of course a healthy dose of my silly Seabass humor. It would mean a lot to me if you could share with me how you feel about this new direction I've taken. https://store.steampowered.com/app/882210/Duke_of_Defense/
I'm approaching a sort of peak in my work cycle where I expect to have a pause between projects. During this time I'd like to return to Project Explore and treat it like I used to, as something I enjoyed making, a hobby project. This time however I plan to focus on bringing all the new tech back with me while I rebuild the original Project Explore. I started today off by grabbing a few higher resolution textures and replacing the ugly pixel art ones I created. [img=https://i.imgur.com/iIl9wv5.jpg][/img] Following the new textures I fixed danger zones not working correctly. This means turn-based combat is back until we (Kaller and I) get around to replacing it with the original combat (swing and run). [img=https://i.imgur.com/IGpOGQA.jpg][/img] I also grabbed the original code used to create the fake 3D effect from the original game. [img=https://i.imgur.com/CyvRYyn.jpg][/img] I'd like to implement it back in and involve the mod system in how it's used. Alongside all of this I hope to make use of some of the various improvements that have been made to Game Maker Studio 2.
I'm approaching a sort of peak in my work cycle where I expect to have a pause between projects. During this time I'd like to return to Project Explore and treat it like I used to, as something I enjoyed making, a hobby project. This time however I plan to focus on bringing all the new tech back with me while I rebuild the original Project Explore. I started today off by grabbing a few higher resolution textures and replacing the ugly pixel art ones I created. [img=https://i.imgur.com/iIl9wv5.jpg][/img] Following the new textures I fixed danger zones not working correctly. This means turn-based combat is back until we (Kaller and I) get around to replacing it with the original combat (swing and run). [img=https://i.imgur.com/IGpOGQA.jpg][/img] I also grabbed the original code used to create the fake 3D effect from the original game. [img=https://i.imgur.com/CyvRYyn.jpg][/img] I'd like to implement it back in and involve the mod system in how it's used. Alongside all of this I hope to make use of some of the various improvements that have been made to Game Maker Studio 2.
Hey everyone, Seabass here! Following Rock God Tycoon I created another game called Don't Sink. Today is an awesome day because today... it is finally available on Steam! If you are interested the game is available here: http://store.steampowered.com/app/710610/Dont_Sink/ If you liked Project Explore or any other work of mine it would mean the world to me if you could continue to support my efforts!
Hey everyone, Seabass here! Following Rock God Tycoon I created another game called Don't Sink. Today is an awesome day because today... it is finally available on Steam! If you are interested the game is available here: http://store.steampowered.com/app/710610/Dont_Sink/ If you liked Project Explore or any other work of mine it would mean the world to me if you could continue to support my efforts!
I've heard the community on this matter and I feel that the majority really wants the real-time combat to return. If this is the case I'm more than happy to rewrite the combat. The reason I've yet to do so is that the angry tend to be more vocal than the satisfied so I'm hoping to hear from more people here. Additionall it would be of much help to me if I could hear how everyone feels regarding the visuals of the world. I could improve on it by changing the textures used for the ground for example. Another aspect of the game I'm still interested in improving is creating more complicated systems for users to delve into such as pipes for items and automatic crafting systems. Maybe add weather to create a more alive and dynamic world. Let me hear your thoughts on the matter!
I've heard the community on this matter and I feel that the majority really wants the real-time combat to return. If this is the case I'm more than happy to rewrite the combat. The reason I've yet to do so is that the angry tend to be more vocal than the satisfied so I'm hoping to hear from more people here. Additionall it would be of much help to me if I could hear how everyone feels regarding the visuals of the world. I could improve on it by changing the textures used for the ground for example. Another aspect of the game I'm still interested in improving is creating more complicated systems for users to delve into such as pipes for items and automatic crafting systems. Maybe add weather to create a more alive and dynamic world. Let me hear your thoughts on the matter!
Kickstarter Page [img=https://imgur.com/Gzf7G1Z.png][/img] I am excited to finally start talking about my new game. Don't Sink! If you are interested swing by the Kickstarter page and give it a read.
Kickstarter Page [img=https://imgur.com/Gzf7G1Z.png][/img] I am excited to finally start talking about my new game. Don't Sink! If you are interested swing by the Kickstarter page and give it a read.
It has been a long journey and one that I'm hapy I endured. This game has taken me nearly three years to complete and has been through four completely different iterations. I want to thank everyone who has stuck through the process of this games development. I know not everyone is happy with the final state of the game but unfortunately you can't make everyone happy. This game is what I intended it to be so in the end I'm satisfied with what we've created as a community. This release won't be the last update and as long as players remain engaged I will continue improving this game for a long time.
It has been a long journey and one that I'm hapy I endured. This game has taken me nearly three years to complete and has been through four completely different iterations. I want to thank everyone who has stuck through the process of this games development. I know not everyone is happy with the final state of the game but unfortunately you can't make everyone happy. This game is what I intended it to be so in the end I'm satisfied with what we've created as a community. This release won't be the last update and as long as players remain engaged I will continue improving this game for a long time.
It has been a long journey and one that I'm hapy I endured. This game has taken me nearly three years to complete and has been through four completely different iterations. I want to thank everyone who has stuck through the process of this games development. I know not everyone is happy with the final state of the game but unfortunately you can't make everyone happy. This game is what I intended it to be so in the end I'm satisfied with what we've created as a community. This release won't be the last update and as long as players remain engaged I will continue improving this game for a long time.
This update brings a lot of Vanilla content to the game. That is all for now!
This update brings a lot of Vanilla content to the game. That is all for now!
I've spent some time recently with family that is visiting so I have been away from my work unfortunately. However short vacation has given me time to plan out some changes for Project Explore and decide on how I want to approach updates.
I've spent some time recently with family that is visiting so I have been away from my work unfortunately. However short vacation has given me time to plan out some changes for Project Explore and decide on how I want to approach updates.
In an effort to further improve accessibility to mods we have decided to add Steam Workshop support! You'll be able to browse and download mods instantly! The new blacklisting system allows you to block mods from launching so you don't have to mess around with your mod folder when you want to change servers or mod packs. You can even disable the Vanilla pack just in case you want to experience pure user created content.
In an effort to further improve accessibility to mods we have decided to add Steam Workshop support! You'll be able to browse and download mods instantly! The new blacklisting system allows you to block mods from launching so you don't have to mess around with your mod folder when you want to change servers or mod packs. You can even disable the Vanilla pack just in case you want to experience pure user created content.
I'm excited to announce version 1.0.6! This update brings a lot of improvements to the game. The vanilla gameplay is now more fleshed out and includes the new crafting table system. A lot of the game has been balanced out better meaning trees give less wood and bushes give less berries. One major difference is that this build begins the transition from a debugging experience into an actual game experience. Placing items will now deduct that item from your inventory (no more infinite walls).
Last night I pushed the Linux branch out. Anyone who previously owned the game for Linux will get the update. The game has been written to be as compatible as possible so Linux users have the freedom of hosting their own servers and playing the game with other OS users. The game is entirely capable of cross-platform multiplayer. Even mod files work across all platforms. I plan to further this by including translations and anything else that the community requests!
It has come to my attention that a lot of people did not enjoy the grid-based movement. I've changed it to free-form which means you can frolick around free as a butterfly. I also fixed a small crash with light objects being picked up. We are currently working hard to get more documentation and a sponsored server list. *Edit* A few mistakes in the mod files have been fixed.
After months of work and dedication we are proud to bring you the new, and improved Project Explore. This version includes multiplayer, modding, and months of updates to come. Unlike previous iterations your saved worlds and mods should never break. The list of changes is too long for me to go over so I recommend just hopping into the game and taking a look for yourself. I've mentioned our Discord before and would like to bring it up again. This is the best way to get into contact with us and directly contribute to the game's development.
Along with everything else going on I figured it would be awesome to get more involved with the community this time around. I recommend joining the Discord group as I will talk to you personally if you have specific suggestions or issues with the game. Discord Server Currently there are already a few members who have began modding Project Explore so you can likely expect an HD texture pack as well as an "Ultimate" mod.
The game is slowly nearing a playable state and within the next two weeks, I plan to replace the current public build with the new version. While it has far less content and less fleshed out gameplay... it is more stable and being worked on constantly. Most importantly is that it has multiplayer and that will be made available as of the day one release of this new version.
Project Explore now has its own twitter so following news updates on it should be a lot easier! Twitter: https://twitter.com/_ProjectExplore I recently posted a secret build on Steam and tested out the multiplayer with a few trusted users. It actually turned out great! This was more or less a stress test but it looks like the servers will be more than stable and even YOU can host a massive server. [img=http://i.imgur.com/UEvkU3L.png][/img] There are also some fancy new effects and video options available! [img=http://i.imgur.com/ej7T7fB.gif][/img] The game supports lots of resolutions and hardware, runs fantastic, and is coming along great. I expect very few hiccups once it is made available on Steam!
I've avoided posting here to avoid wasting anyones time with another, "Coming Soon" post. Instead I'll summarize what has come along and when you can likely play the first build. Combat, levelling, perks, equippable items, growing plants, and consumable items are all implemented. The game has been heavily optimized and so there will be no backtracking on that front. The players base character has been finished including his walking animations. You can find more info on that HERE. Multiplayer is working for just about everything aside from combat and AI (both of which have just been implemented). The next stages of development include finalizing the multiplayer, including PvP combat, and fleshing out a ton of biomes for the game. Unfortunately I'm bottlenecked until the art becomes available to me and so the earliest experimental build likely won't be made available for at least another month, or so I estimate. When the latest build is finally made available you will be given access to both the server and the client executables meaning you can host your own servers for friends and/or massive public servers for complete strangers. Dev Blog: http://www.seabassandgazellestudios.com/pe_blog (PLACE HOLDER ARTWORK) [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/combat_orig.gif][/img]
I will not be posting here until closer to when Project Explore's new build is ready. I will however be posting on my blog information about the development and the steps I'm taking to create the game. Website: http://www.seabassandgazellestudios.com/pe_blog
Rock God Tycoon (my other game) just released into full release on Steam yesterday. Just as promised, once we finish finalizing the process with that game, we will be moving back to Project Explore to close things up with this game. Store Page Here [img=http://cdn.akamai.steamstatic.com/steam/apps/410840/header.jpg?t=1487003531][/img] I want to make sure everyone here knows that I intend on doing a fantastic job with Project Explore and leaving the modding open ended to be expanded on in the future. Thanks for all the support as always!
As promised, I have been working on Project Explore during my free-time. I have made a lot of progress in a very short amount of time and I would like to share what I've been working on with all of you!
Hey everyone! I have some free time today and will be getting some work done on the re-write of Project Explore! It may not interest you but I want to make sure everybody knows that I still am working on it! :) Link Here
You have all made your voices heard and I am obliged to agree with you. I will be taking the steps necessary to return to the previous art style. I will keep modding and every feature the experimental build has intact. This move to the old version will take time of course. I believe in honesty so I'd like to be open regarding the time frame of these changes. You can expect Project Explore to return to an active development cycle by Q2 of 2017 at the latest. My other game I'm collaborating on, "Rock God Tycoon" will release on the 25th of November and should be completed in just a few months. Unlike Project Explore's original release, the majority of the game is completed and it is just a matter of picking up the pieces, tweaking some numbers, adding some extra content, and listening to the community. For now just sit tight and I will return soon!
For a while now I've received mixed feedback regarding Project Explore's art style. A lot of people seem to prefer the old style over the new style and being the caring/loving developer I am, I care about how YOU feel. The artist and I are currently finishing our other project as I mentioned in previous posts, "Rock God Tycoon", it will be available on Steam on November 25th. Regardless of its financially success/failure, we will continue and finish the development of Project Explore. We've decided to go EA for Rock God Tycoon in hopes of getting the same level of feedback I've received here. Onwards to the important stuff though! In the comments below, please tell me whether or not you prefer the old/new art styles. I would like to give the positive and negatives side of each.
I'm neck deep in work at the moment. I so badly want to return to working on Project Explore but I have not had enough time to add any significant changes. I promise I will come back full throttle when the time is right. I've talked in previous posts about my current financial situation and nothing has changed since then. I feel the need to keep the community informed. I dislike developers who hide away from their abandoned projects. I assure you this is not abandoned. At the moment updates are unlikely but in the next few months, I promise you the artist and myself will be returning to this game. Thank you to everyone who has supported me and stood by my side while I go through this difficult situation. I want you to know that I never wanted this game to take so long to develop. Life happens and I was a lot less experienced when Project Explore originally released. I'm very different now and if I could, I would finish this game in a matter of months.
I mentioned in my last post that I would do these things so I did them!
I really wanted to make sure that everyone is aware of the current development of Project Explore. I hope this video really helps clarify any misunderstandings. https://www.youtube.com/watch?v=Q9z_ZyviLbc Thanks for all the support everyone. :)
Do not click the wiki button for Project Explore for the time being as I do not own the domain. I'll be removing the button from the new build of the game and labeling the old stable build as 'Old' as to inform people of its slow descent into... oldness?
This update brings some long awaited features to the game. For a while now the world of Project Explore has been bland and the ground lacking any sense of detail. Now there is foliage! Another big request I never got around to was making books readable. They can be read now with beautiful, almost 3D visual effects! I'd love to hear what you think and what requests for moddable items you have. I made a lot of changes behind the scenes but nothing really worth noting. Saving works again and loading but other than that, not a lot else has changed. Most of my time went into the foliage feature.
If you would like to ask any questions or just hang out, I'll be live streaming some development here on Twitch! https://www.twitch.tv/leagueofsebastian [img=https://i.gyazo.com/22ef6257c717bc749af9bce468556f59.jpg] (Caught my face at a good moment there)
There isn't a lot you will be able to see on the surface but I changed a ton of stuff and made a lot of improves.
[img=https://i.gyazo.com/f14628977c197d38292fbe1bd2962662.jpg] The new pause menu is looking great and I've cleaned up a few of the other main menu, menus. I also made some big changes to some of the backend code that has increased the framerate dramatically. I have been kind of busy working on a YouTube channel of sorts. I have always wanted to inspire and help others reach their goals so that is kind of what that is about. I will continue work on the update and hopefully have it out to you all soon.
[img=http://i.imgur.com/UllzYKu.png] Here is a link to the actual board! https://realtimeboard.com/app/board/o9J_k0hFuQI=/ You can move around it and such. Pretty cool huh? An awesome guy and friend of mine that goes by DJGamingX showed me this dandy website. I think this will be a more entertaining/organized way to show everyone what I'm working on. The least I can do for everyone is keep the information regarding the games development as public as possible. So simple that you can literally drag your mouse around the screen and see everything. Oh, and check out what I have got done with the item viewer so far! [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/1212319_orig.gif]
https://youtu.be/DAG5HAFa7HU I wanted to give everyone a final wrap up on what's going on for the next few months and why. :)
If you haven't already, read the previous news: http://steamcommunity.com/gid/103582791437742443/announcements/detail/902217793377216501 I'll do everything I can to multi-task these two projects. I can't focus 100% on Project Explore because as I said before, it isn't paying my bills. I am considering a kickstarter for it but I have a pretty bad feeling it won't raise much. I'm starting to see that people actually think I'm making money. I'd like to clarify that Steam is a great platform for reaching out to gamers but if you don't have marketing power, well than that is the end of it.
If you have been following my work then you may have heard of my side project Rock God Tycoon, if not then you have now. I feel that to make my career as a game developer one that is sustainable, I need to pursue a side project because Project Explore will not be paying my bills for long. And to reference back to the Steam early access guidelines for developers, "Don't launch in Early Access if you can't afford to develop with very few or no sales." Obviously I was fine for a while and now too but it is a matter of proper time management. I want Project Explore to be all that I have promised you and myself. So to clarify, Project Explore will not be recieving updates for a short time. Perhaps a month or two. I will be consistently streaming my work on my youtube https://gaming.youtube.com/c/SeaBassGazelle/live. I want you to know I'm doing this because I want to expand my available time on Project Explore. Thank you everyone has supported this project and I promise this is the best course of action available to me at this moment.
Project Explore will now be focused on a LOT more. I have put together a work schedule for it and it shouldn't be long before I have a functional preview build that includes multiplayer and all that other good stuff. I'll be back soon with more information! ^_^
Project Explore will now be focused on a LOT more. I have put together a work schedule for it and it shouldn't be long before I have a functional preview build that includes multiplayer and all that other good stuff. I'll be back soon with more information! ^_^
The live stream can be found at https://www.twitch.tv/leagueofsebastian There will be a giveaway. Probably an important detail. [img=https://pbs.twimg.com/media/CdwVyHsUIAQ_9jM.jpg] [img=https://pbs.twimg.com/tweet_video_thumb/CdwY9IgUkAEC6KG.jpg]
Recently there was a request for the current build of the game to be made available in the preview build version of Project Explore. I agree that it would be a great time to see what issues users face upon launching it. [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/4161510_orig.png] The game isn't quite ready to be 'played' just yet so don't expect anything fun or anything at all really. It may as well be considered a tech demo at the moment. This is what the game currently looks likes. [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/5417195_orig.png] Not that exciting huh? Anyhow I'm hoping to see more people be able to play the game at a smooth framerate and without problems.
This will be the last big sale before the new version of Project Explore is released. Once the new build is released, the price of the game will likely increase due to the extra man power onboard the project. I recommend grabbing a copy now. If you have any concerns at all feel free to share them here in the commnets section or on the community hub.
Sorry for taking so long getting around to the multiplayer but as the only programmer on this project, my hands were a bit full (still are obviously). This past week I began work on the multiplayer server and making it as user friendly as possible. Here is a list of great features it includes:
I don't have a lot of time and have been really busy these past few days. So this post will be a short one. Forgive me! Context menus work now! You can actually use them is what I'm saying. [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/3642359_orig.gif] After a bit of cleaning up the save system is functional (like 100% stable) and I wanted to share with you this lovely bonfire I made to celebrate it. [img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/5917640_orig.png] Storage archetype objects are now implemented which means objects such as crates are possible and easy to add via mods. Alongside adding storage objects I ended up completely wiping and re-writing the inventory system for both the player and external objects. It's now faster and saves a bit of memory which will go a long way once multiplayer is up and running. Upon trying to compile to game using the YYC I discovered about 1,500+ broken lines of code that I ended up having to re-write. C++ is kinda strict compared to GML. I also made this new splash screen! It is a bit boring but still better than what we used to have in place. Fear not! It can be skipped in-game. https://www.youtube.com/watch?v=E7DD-6w8JRE Tools have been implemented as well. This means that you can collect resources properly! Hip-hip, hooray!
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