Hello friends! Did you know I do a weekly dev stream where I talk about Gravity Ghost? It’s true! I stream every Tuesday at 7pm PST / 10pm EST on my Twitch channel. I also archive past episodes on my YouTube channel.
Here’s a recent episode where I give an early look at one of the many ‘Guardian’ creatures in the game:
HELLO FRIENDS! I have some good news. Hah, no, not the fact that it’s my birthday today (it totally is). I mean that Gravity Ghost has a release date! It’s just a few months out! It’ll be in your virtual hands before you can say ‘orbital trajectory simulation.’
Gravity Ghost will be released on Monday, January 26, 2015, on Steam.
If you preorder you get $5 off the release day price of $14.99, plus a free bonus copy of the game to give away to someone special.
New to the game? Here’s our trailer from PAX last year:
Here’s one of the many story scenes which are hidden throughout the game:
As mentioned above, the game will launch on Steam for PC, Mac, and Linux. If you already preordered, good news! You’ve already got Steam keys headed your way. They should show up in your Humble preorder within the next two weeks.
Finally, here’s what to look forward to in the finished game:
100+ Levels Of unique gravity challenges
10+ powerups, including a gravity-warping ‘terraforming’ mechanic
Dynamic new soundtrack from the composer of FTL: Faster than Light
Beautiful handpainted graphics and wildly original creatures
Voice acting by Logan Cunningham, Ash Burch, Sarah Elmaleh, and more
25+ minutes of fully animated story, hidden throughout game
I already wrote this on my Gravity Ghost devlog but I’ll post it here too because it is exciting.
Last week at E3 we had the chance to share the game with Kirk Hamilton of Kotaku. I admit I was a bit nervous – E3 is where all the megamillion-dollar video games show off their newest and greatest features. What would a game made by a small team have to offer that would interest a mainstream gaming news site?
As it turns out I needn’t have worried. Kirk was kind enough to call Gravity Ghost “The Little Indie Mario Galaxy that Could.” In the following video he interviews me about the game as I play through a few minutes of it (This is also your first chance to see some of the new planet types in action). Check it on out!
Huge thanks to Jonathan for the opportunity to speak to such a huge audience about my work. I started out making obscure-ass adventure games and now it’s showing up as news on one of the major gaming websites. That is bananas. It’s more than bananas. It’s papayas.
I’d like to personally thank Gorm Lai for giving me the opportunity to keynote the 2013 Global Game Jam. It was a humbling experience to be writing for such a talented and driven audience, and I hope my video provided at least a few ideas for getting the most out of a jam. I’m very much looking forward to playing the results.
Edit: And if you ain’t seen the video yet, here it is. : ) My keynote starts at 3:30.
P.S. By popular request, here are the ’social network’ comics that appear when I’m encouraging people to spend more time with their local friends.
(Click for full size)
Ah, social networks. One day, a hip new media company will trademark the phrase “Go Be Social” and the word will lose all trace of its original meaning.
I’m flying home this weekend after more than two months solid on the road, but rest assured I’ll find time to participate in the Global Game Jam in some capacity. : ) If you want to keep up with more of my nonsense, I highly encourage you to follow me on Twitter.
By the way, I don’t think I ever posted this here, but my most recent game jam creation was called Around the World in 100 Cards. If you’re interested, it’ll teach you to recognize foreign alphabets as a gestalt, e.g. by learning to spot the differences between the Thai alphabet and the Cambodian one.
This is making me think there should be a jam where the theme is just “Global.” Although that could just be my pun sense tingling.
This will be the year that my team and I release Gravity Ghost, hooray! We have every milestone scheduled from now until our (as-yet-unannounced) ship day. Now all that’s left is a metric craptonne of work. I love it when a plan comes together.
I invite you to follow our progress at the Gravity Ghost devlog, where you too can learn the secrets to indie game development. You’ll also find tangentially game-related comics, like this one.
Although we’re a few weeks in already, I like to use the new year to evaluate my goals for the next 12 months (besides “more puns”, which is always on the list).
Here are a few of my professional goals for this year, in no particular order:
- Teach game development/programming to more young people (next week ends my third year of teaching the Indie Game Sprint at Columbia College, so we’re off to a good start : )
- Learn C# (or rather, learn it properly, not just enough to make simple prototypes)
- Improve my illustration, especially digital painting
- Start doing something comics-related with some regularity
- Learn more about DIY marketing
- Teach/lecture in more new places
- Find more silly words that rhyme with blog
I’m happy with how my independent games career has come along these last 8 years. It still astounds me that this actually is a career. Back when I started, “video games” were always big-budget studio titles. Having any creative input on a video game at all meant you needed to have 10 years of industry experience (or so the prevailing wisdom said).
My game development started as a hobby in a practically non-existent niche (I didn’t hear the word “indie” applied to games until about 2008 – before that, we were “amateur” or “freeware” developers). I expected my audience to be in the hundreds. So much has changed. Thanks for sticking with me and supporting me and my work – I’m so lucky to be able to create the worlds I do.
Last week at E3 was amazing. I got a chance to demo the game to a ton of people, and the response was overwhelmingly positive. Like, overwhelming enough that I had to calm myself down with coffee. The whole thing was pure developer soul food (the positivity, not the coffee. Well, maybe the coffee too).
One of the people I talked to was Evan Narcisse of Kotaku, who was kind enough to feature the game on-camera. So head on over to Kotaku to see the first-ever video footage of Gravity Ghost to grace the internet:
Another exciting thing I forgot to post here is that I’m now updating the Gravity Ghost devlog pretty regularly. So hang out if you want to hear me wax poetic about things like animation, inspiration, and probably coffee again.
Head on over to the Gravity Ghost devlog if you’re interested in seeing how I think about animation and character design. It turns out that designing a character who is both dead and endearing is quite a challenge.
If you’re reading this site, there’s a good chance you’re open to the idea of making your own games. I’m here to tell you that making your own art isn’t as difficult as it sounds, especially if you’re interested in improving your drawing skills. It’s a good way to level up your art really fast, and leave each game looking better and better.
The art for my firsttwo games was largely created in MS Paint. And while I wouldn’t actually recommend that if you’re interested in having wrists that work, it did sure teach me a lot about making readable game art.
It sat on my bottom shelf for many happy years. But this story does not have a happy beginning. One Christmas morning in the early 1990s, something went terribly wrong.
Perhaps in the previous month of screaming at toy commercials I had forgotten to actually write a Christmas list. Perhaps I had misplaced my faith in the psychic powers of Santa Claus. But whatever happened, the present I opened on Christmas was not the one I wanted.
Knowing it would be a full year before I got another toy anywhere near as good, I drowned my sorrows in some hot cocoa and probably took down a gingerbread house.
By the time I remembered the Lego, the entire set had been put together by my nerdiest cousin.
Suddenly jealous of MY toy, I carried the whole thing into my room and started playing out of pure stubbornness.
There was much to be done in this little Lego universe. The first thing I did was depose their leader with a ritualistic beheading. Then I replaced him with an interim leader of my own choosing.
The set had some kind of vague underwater mining theme, the long-forgotten Aquaraiders. I’d never had a Lego set as big or complex as this. The ladyfig’s head had come from a windsurfing set whose accessories were an umbrella and a tea table.
Despite my pessimism, I soon discovered all sorts of wonders.
Yes, My Little Undersea Mine (TM) was not the idyllic paradise it first appeared to be. Soon a scout returned from a recon mission, and things took a turn for the worse.
And with that, Lego had made itself a lifelong fan. Hell, I bought a Lego VW Bus yesterday.
Which brings me to this:
By now, a lot of people have weighed in on the “Lego for Girls” thing better than me. But as a little girl who unknowingly played with “Boy Lego,” I just have a couple of observations about the new ‘Lego Friends.’
1) The minifigs look totally different and probably couldn’t actually be friends.
2) The pieces are a different color palette and wouldn’t mix that well with other sets.
3) Some of the sets have a lot of pieces, but where’s the room for creativity?
My point is this: There are no shortage of plastic, barely-poseable dress-up dolls aimed at young girls. But Lego always had the promise of letting you create something totally original using only what was in front of you.
Countless young girls will play with these “girls only” sets and not ever know what they’re missing.
And as a former sea captain and occasional shark whisperer, I’m glad I was a kid in 1993 and not today. Otherwise things may have turned out differently.
It’s probably the difference between “Best Friends 4 Life!” and “Lifelong Fan.” Just sayin.’
Follow the rest of my nonsense on Twitter. Or check out my upcoming video game here.
Edit: I just found out Mom kept my Lego. Here’s Captain Erin, back at the helm. And holding a knife.