Game
Rock Beyond Time
4 years ago

The current state of Rock Beyond Time, as of 7/11/2022


Making games is hard. You should know that by now. I've known it for about fifteen years by now. This one took me about three years to complete. The game is in a complete, stable state, as far as I know. I intend to release the final Windows build on the 16th.

I had higher hopes for this game, and I felt that I could reach them later. These high hopes at first included a console release. However, if you know anything about the Sunk-Cost Fallacy, then you know that throwing your own money at something, especially more money than your product is worth, doesn't solve the problem. You want a Mac version? I'd need a Mac AND a license from Apple to do that. You want a Switch version? Well, I'd need an SDK and a special deal with both the Big N and YoYo Games, and that could cost me about $800 a year.

So, I ended up getting a subscription for the Indie model of GM Studio 2. It has potential, but I don't think I can reach it yet. It plays well, but my game is designed with the idea that two players can play it. With gamepads. The HTML5 thing CAN support gamepads, but it's a bit iffy by the looks of things. I know there may be other weird syntax things I don't know about, and until the guys at YoYo Games or someone else can provide the Big Book of differences in code execution, this could be trouble. (Then again, every coding program needs a Big Book of Vocabulary, and many publishers fail to provide even that.)

So, I'm doing the sensible thing and cutting my losses. The downside is that it'll be Windows only, but the upside is that it'll be in a working, complete state. I'm sorry for promising the world, and only giving you a continent.



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I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.

Don't worry, it'll be out by tomorrow night.

I felt some mechanics were underutilized, so I'm making an expansion.

...more or less just a side quest and extra dungeon. No more than that here.

Coming who-knows-when.

A rather interesting thing I forgot about...

All that work doing research on the Amazon Rainforest as a level, and THIS is what I come up with?

...well, I'll change the tiles later. I want the ground to be more foresty, and that means working on a tileset.

This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.

...it's also the most complete-looking cutscene right now. I thought you'd like a look.

Someone might ask, "Why laser chainsaws?"

Others might ask, "Why are you just repurposing the old DemoBot sprites again?"

It just makes more sense for DemoBots to be using laser chainsaws in the Rainforest. They're built for any job with a helmet.

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...

Sometimes, you have to design a character for one scene only.

...and yes, she has to look kinda like April O'Neil, but not quite.

In my game, I programmed a robot to chop down trees in real time. Yes, I know what it looks like, but still, maybe I've gone too far in a few places.

...and I HAVE to specify "in my game". I'm not a monster.

In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.