Game
POPGOES Evergreen

7 months ago

Updates on everything (article)


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Though I have not and will not show anything directly, progress on Evergreen has been quite good. Exceptional, in some areas!

Garrett has been working on the post-night environments, which are extremely detailed areas. They require loose decorations, but each of them also need very specific and important props, which are often contributed by other people with my direction. Some of these props require textures by people like Zoura. They are all super high quality but can take a while. These props are interactive, in a way, so I am adamant that they look the best they can. The team has done a fantastic job.

We have worked on new in-engine tests for the post-night environment as well. We have already done some barebones experiments in the past but we'll be getting serious with them soon. I wrote up a large summary of the gameplay for the team to read over before Emil knuckles down on it, and everyone thinks it sounds really good. Obviously who knows how it'll actually play out, but hopefully hearing that makes you excited. Though, I know a lot of you don't care unless there's something to look at. Sorry about that.

Plenty of other things done for the game. A huge focus for us has been the menu system, which I've worked on with Derpmii for a while. We've finished the designs for:

  • The main menu, and phone selection

  • The Token Tree

  • Trading card pack shop

  • Save file, and sticker selection

I'm very proud of how these menus look. I know it sounds like a minor thing, but these are REALLY unique layouts for a FNAF game. Super professional and animated. Derpmii is a pro at this, I really appreciate his work on the project.

Speaking of animations - the main menu will actually include short intro animations for EVERY level (all five nights, and five post-nights) featuring the newly introduced character of that level. Meaning when you select Night 1, there will be a short intro animation of Popgoes. When you select "post-night 2", you'll see False Freddy, etc. And E.Breddy has been working on these animations recently. We've finished Popgoes', Blake's, and Saffron's. They are tricky but the finished products look great.

There are actually other environments, separate from the nights and post-nights. I can't go into where, or why these exist, but they do, and they are taking a while to complete. I would say the biggest amount of work for Evergreen continues to be environments. Rooms, decorations, styles, lighting, etc. Characters are complicated but they don't take very long. But rooms, Jesus, they can take ages. But we're slowly ticking things off there as well.

Also remember that the POPGOES stickers added to Game Jolt are also made for Evergreen itself. A new one is made almost every week and shown off on this website, but you should remember that they are basically sneak peeks at collectibles that you'll get in Evergreen. Not ALL of them will be in the game; some will be ommitted (like the Baby Birds), but most of them!

Nothing else I can talk about right now but there's plenty of progress being made. It's not super exciting - it's mostly modelling props like I said. After that, it'll probably be a case of programming AI and menus, writing scripts and getting voice actors, stuff like that. Of course once major milestones are reached I'll keep you all posted but for now it's just monotonous checking off tasks and whatnot.


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Plenty of people have asked me about what's going on with the POPGOES Arcade mobile ports. It's absolutely something we have worked on, but Emil and I hit a roadblock a few months ago that made development on it kind of impossible: the shader that Emil used to scale up the sprites (from tiny pixel art, to big images on the arcade cabinet's screen) was incompatible with mobile devices. It made everything look very weird and choppy, and I think it was even kind of laggy?

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To get this working properly, we actually needed Clickteam staff (people who actually work on the software) to step in and help rewrite some code for the shader to work. And though work on this has not completed, sprites DO look better in recent previews that Clickteam has shown us:

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Nowhere near as distorted. Not perfect but I think if we shipped the game with this kind of scaling, most people wouldn't care. So it's a good step.

Unfortunately while Clickteam works on these technical issues with Arcade, there's not much else we can do but wait. If it turns out that there are other problems that make the game incompatible with Android, due to how Emil programmed the game for PC, then we may genuinely opt to remake the game in Game Maker, or something like that. We have already experimented with Game Maker equivalents of Emil's shaders and they seem to run fine on Android. But we will continue to be patient and see how things go with Clickteam first - it may be smooth sailing from here, who knows.

Regardless, the ports are not cancelled. I will let you all know when there is news to share. It will happen eventually lol.


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Don't forget to wishlist on Steam!

Plenty of progress on myPOPGOES as well, and at this stage it's mostly done by our programmer Patata. Though we are also getting some new music by Radiarc, and recently a lot of texture work was done by StupidButterfly for the diary pages.

Fun fact actually, myPOPGOES was going to include one curse word in one of the diary entries. I had spoken to Scott about language years ago and the conclusion was that some swearing is generally fine in Fanverse games as long as it's not over the top, and that they aren't the EXTREME kind of swears. Blake isn't calling anyone a motherfucker in Evergreen, unfortunately. Anyway, myPOPGOES was going to have a fairly minor but still sweary swear word. But, because it was only ONE word, it was decided that it wasn't worth keeping in the game since it'd definitely need to be displayed as an age content restriction thing on the game pages. All of that for ONE word? So it's been censored/erased. But after the game releases I'll gladly let you know what the word was (if you can't figure it out on your own lol).

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We're working on things like menu navigation, subtitles, balance, and the brand new minigames. The Steam page obviously shows one of these minigames, "Longest Popgoes", which is a Snake-like game where you collect pizzas as a freaky wormy Popgoes. There will be five minigames to complete, and they'll let you unlock the Blake, Sara, Saffron, Stone, and Manora character skins.

Lastly, I think we have a release date sorted for myPOPGOES, but it won't be announced just yet. The game still has some work to do but it shouldn't take too much longer. I will update you on this when I can.


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Team Fortress Future is one of my main side projects now, and it's probably what I'm most excited about at the moment.

I revealed TFF's redesign of the Scout earlier this week and it had a very positive reception. For a short while, it was the top post on the /r/TF2 subreddit. The tweet got over 2.5k likes, and the account also reached 2k followers. I've seen nice comments all over the place, including from other creators in the TF2 community. Really happy with the turnout and I'm glad that even a lot of people on my Game Jolt and pages YouTube are excited about the project. I was worried that most people wouldn't care.

I want to clear up again: Team Fortress Future is not playable. It's not a game, it's not a mod, it's not a tech demo. It is a massive presentation of ideas, illustrated with amazing artwork from three professional creators from the TF2 community. It's something I've worked on for years now, but it's not something that is taking time away from POPGOES. It's only MORE content, for those who care about TF2 like I do.

Team Fortress Future includes:

  • Visual redesigns of the original 9 classes, as well as balance changes, and even new stock weapons for some of them

  • 3 completely new classes, designed from the ground up to work with the other 9 classes and some new philosophies/rules that I've come up with for the "game"

  • Over 100 brand new weapon concepts (for the old and new classes), with artwork by Hotkoin

  • 3 "Meet The" landscape art pieces for EACH of the three new classes, representing a sort of storyboard of their "origin", "training" and "integration" of Team Fortress

  • 10 simple but stylish cosmetic items designed for EACH of the three new classes, designed to work with the classic Team Fortress art style

  • Eventually, an entirely new game mode featuring fully designed NPC enemies and a bit of a "story" to go with it (somewhat similar to MVM, or L4D)

Some people have asked what this project even is, if it's not a game. Ultimately, the end goal is for Team Fortress Future to be presented through multiple videos on my channel. I imagine it will be something like this:

Video 1 (Offense Classes)

Scout, Soldier, Pyro redesigns, stats, concepts, story

10th Class design, stats, concept, story, Meet The storyboard, weapon demonstrations, cosmetic items

Video 2 (Defense Classes)

Demoman, Heavy, Engineer redesigns, stats, concepts, story

11th Class design, stats, concept, story, Meet The storyboard, weapon demonstrations, cosmetic items

Video 3 (Support Classes)

Medic, Sniper, Spy redesigns, stats, concepts, story

12th Class design, stats, concept, story, Meet The storyboard, weapon demonstrations, cosmetic items

Video 4 (Offense Weapons)

12 Scout weapons, 13 Soldier weapons, 13 Pyro weapons, 12 10th Class weapons (50 total)

Video 5 (Defense Weapons)

12 Demoman weapons, 13 Heavy weapons, 13 Engineer weapons, 12 11th Class weapons (50 total)

Video 6 (Support Weapons)

12 Medic weapons, 12 Sniper weapons, 15 Spy weapons, 17 12th Class weapons (56 total)

Video 7 (Secret)

A new game mode with gameplay breakdown and a place in the story, multiple additional character designs (NPCs) and possible three additional landscape art pieces (similar to the Meet The storyboards) representing the themes of three maps for the game mode

This is a lot of work, but most of the assets are actually done now. We have 6 of the 9 "Meet The" pieces finished, and those are huge very detailed drawings by SPrimes. All 12 playable classes are illustrated by pastabaguette, as well as the cosmetics. And all of weapons have been drawn by HotKoin. The only stuff left is those three remaining Meet The pieces, and basically everything for Video 7. I think, if the grind continues, videos could start going up in a few months.


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In about two weeks, it will have been THREE YEARS since the initial "part 1" video of Minecraft: Ghosts & Graves was released to my YouTube channel.

Despite spending over half a year on the project, creating assets myself (I made basically all of the pixel art/sprites), working with a new team of people and multiple video editors, the video was decidedly a flop. It did not do well at all. In the first month it made 5,400 views. In the first year, it reached 11,000 views. Today, three years later, it's at 30,000 views. For full transparency, I've made about $50 from it. I also shared the update to Reddit and it got 30 upvotes.

For those who remember, the failure of Part 1 led to me cancelling Part 2 as a video, revealing all of the assets and ideas we made for it as a series of Game Jolt posts and Twitter threads. I showed EVERYTHING as images and left it at that. I did not think that the wider Minecraft community would really care, so I didn't think twice about dumping everything.

Well, to my surprise (and infinite frustration), the content shown in Part 2 was copied by a few people on other websites and it was EXTREMELY popular. A Reddit post on the Minecraft subreddit got top post of the day within an hour and accumulated over 9,000 upvotes. Multiple TikToks have also taken Part 2 content and blown up, like this one with 5,300,000 views and 834,400 likes, or a more recent one which also gathered about half as much attention before the account was deleted.

All of this is to say that I'm trying it again!

I know that this seems risky, but seeing what got popular on other platforms has been a bit of a learning experience. It's obvious that my video for Part 1 of Ghosts & Graves was too slow, too boring, and too bland in its editing. In today's age of content creation, we need to present ideas very quickly and skip all of the unnecessary shit (or at least, don't say it out loud). So I am officially working with a new team of very talented and excited people on a totally refurbished version of Ghosts & Graves. It will be a refined version of the original concept but with plenty of changes and brand new ideas.

So if you like Minecraft, or if you enjoyed what I showed off of Ghosts & Graves, know that it's back in development and it'll be better than ever.

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I'm not sure whether G&G or TFF will happen first on my channel... We'll see what happens there I guess.


Also, I want to remind you guys that I have a Buy Me a Coffee. Like a Patreon page, you can subscribe to join a private Discord server with lots of other awesome fans, and some early looks at the stuff I am working on. And this includes projects like Team Fortress Future and Ghosts & Graves. There is a verification process, but most people pass it just fine. If you are interested and you have a spare few dollars, consider checking it out! A ton of the money goes straight back into these passion projects (I don't even want to think about how much I've spent on TFF...)

https://buymeacoffee.com/kanecarter

And if you want to support but you're not able to pay for something like this, then just send me Charged Stickers on Game Jolt. It's always appreciated, and hey, you get POPGOES stickers in return!


I think that's it for now. Another big post and I know there's not much visual stuff, but people have been asking for updates on these things for a while now so I felt it was a good time to get it out of the way.

As always, if you have any relevant questions, please ask away here and I'll reply to the sensible ones.

Until the next one,

- Kane



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