You might notice that at the end of the trailer it says we’re launching this summer, and it’s currently this summer… so expect some more specific announcements very soon!
We were really thankful to be invited to participate in the first ever Wholesome Direct last month, so we made a whole new trailer for it. Watch it above! The whole event was a huge success and showed off a lot of amazing games.
On top of that, we just made ANOTHER trailer for the PC Gaming Show that we’ll be debuting on June 13th. We worked really hard on it so we hope you watch the show live at 11am PT.
As we prophesied last month, this devlog doesn’t have too much juicy stuff to report since we’re deep into bug fixing mode and preparing for certification.
That said… we finally added in a map for Badgetown and we’re really happy with how it turned out so we wanted to share it with you all.
This past month has been a little difficult with everything going on in the world, but we still managed to get a lot done and we’re a lot closer to the finish line.
Since there’s not much else going on in the world these days, let’s talk about Ooblets!
This month was pretty busy for us as we finalized Mamoonia and all its associated content, added in some features we’d been putting off, fixed up a bunch of our cutscenes and quest sequences, and checked if everything was working.
First devlog of 2020!!!
I don’t want to get you excited, but ¡GET EXCITED! because 2020 is the YEAR OF THE OOB. It’s been foretold in the prophecies/milestone calendar. That’s really all I can say about that right now so feel free to draw all sorts of wild conclusions.
So what’d we get up to in January huh??
It’s been a really weird year full of huge ups and downs for us. We weren’t expecting it, but we’ve been on the receiving end of some of the worst and some of the best of humanity while we were in our pajamas trying to make a goofy little video game.
The outpouring of kindness and support we’ve received has meant more to us than anyone can probably imagine. We’re so lucky to have such caring and friendly fans, and the negative attention from the usual corners of the internet really just highlighted that.
On the development side, everything is going really well. This year we got to a point where we could tie all our disparate wacky systems together and play with how they get along. From that starting point, we’ve been massaging everything into a cohesive, hopefully fun game by building up weaker systems, removing tangential stuff, and letting ourselves sometimes add a couple new systems (only where totally absolutely necessary of course…).
We thought we’d do something a little different this December, and post a normal devlog and a year in review separately because we didn’t get around to posting anything for November and didn’t want to skip out on two months of devlogs in a row.
We were all over the place this month, with progress on the intro, battle system, UI/UX, and balancing.
I really wish we had worked on some spooky stuff this month… but instead we were mainly focused on things like the dance battles and intro. Luckily we’ve still got some halloweeny stuff from last year that we’ll have to live vicariously through for a second:
OKAY so back to what we were actually working on…
Hey everyone! We’ve been busy getting back in the swing of things and working hard on the game.
I don’t want to get anyone’s hopes up when I say this, but we’ve had a pretty playable version of the game for a while now. This has let us get some folks playtesting and giving us their feedback to help us figure out what we need to work on, and it’s honestly still a lot left to do!