Dev Blog 25 - Is The Witcher A Good Show? I Haven't Watched It So Please Tell Me

Hello, everypony! It’s me, Bites Devastation. Did you hear about that wacky new multiplayer game, Fly Gals? What’s the deal with that, huh?

[THE CROWD STARTS THROWING TOMATOS AT ME]

Okay, I deserve that one. But for real - Fall Guys is awesome. I have been spending almost all my free time playing it with my friends! I can’t wait to see what kinds of new minigames they add to it moving forward. It’s given me a lot of fantastic inspiration, as well.

Unfortunately, we don’t have much to show this time around - we’ve just been focusing on some important back-end stuff. The kind of stuff which is kind of difficult to demonstrate visually…

But I suppose we can share what’s been happening nonetheless! Let’s jump into it.

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Dev Blog 24 - Something Something Subtitle Something (Suggested By My Friend)

It’s 2 days late because I’m tired of doing work on the weekends!! Get over it!!
It would have been 3 days late because today is a Canadian holiday, but I’m very generous. You should be thanking me, really.

Over the weekends, I’ve been getting back into Garry’s Mod Lua. I used to make all kinds of fun and awesome gamemodes, and I’m back at it after a long break! Check out this thing I’m making for a streamer that I’m friends with:

In regards to Rolled Out!, things have been a little slower over the past couple weeks… but we still have fun stuff to share.
However, we’re not going to showcase any art this time!

[SOUNDS OF CROWD BOOING]

…because we have some really cool stuff that we’re working on, and I think it would be a lot more fun to save it, and show it all at once!

[CONTINUED BOOING]

Suck it up! Trust me, it’ll be worth it. I hope. Probably.

In any case, let’s jump right in!

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Dev Blog 23 - Fashionably Late, As Always

Once again, Brandon posts the dev blog late! What the heck is that dingus up to?

Playing Beat Saber. Yes, really.

I’m loathe to admit it, but I struggle with my memory and ability to focus constantly. Consequently, I am sitting here at 1AM, banging out this dev blog that I should have had ready several hours ago. Thank you everybody for being patient and kind with me - I will try my best to return that generosity, going forward.

In the meantime, though… we still have lots of awesome stuff to share! Let’s dive into the update.

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Dev Blog 22 - Run, Run, Run, As Fast As You Can

Hello! I am writing this to you from Mars, because everything on Earth was making me mad, so I left. Technically, I uploaded this post 7 minutes ago, - it just took a while to get to you.

Thankfully, even though the latency is several minutes from Earth to Mars, I’m still able to play against others in one of my favourite games of all time, Super Smash Bros. Melee, thanks to Project Slippi somehow adding online play with rollback.

I wonder if some kind of rollback netcode would make online multiplayer with Rolled Out more consistent? Probably not. But maybe. No it won’t. Yes it will ❤

Let’s get into the update.

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Dev Blog 21 - I Actually Wonder If We Have Any Kind Of Character Limit For The Titles Of These Posts. Now Is As Good A Time As Any For Me To Find Out, I Guess - And Yes, I Am Capitalizing Everything Here Manually, We Don't Have Some Kind Of Auto Formatting To Do It All For Us. I Know It Isn't Correct Title Case, But I Do It Like This Because I Think It's Funny, So Get Off My Back

Have you ever seen a nonogram before?

nonogram

It’s a simple, yet satisfying kind of puzzle to solve. You’ll be familiar with it if you’ve ever played Picross!

I’ve been surprisingly obsessed with them for the past week or so.

big nonogram

I wonder if I can find some way to incorporate a nonogram into a level. Yes, I can see it now… invisible floors, aligned with the blocks of the puzzle…

Wait, that’s stupid. Nevermind.

Let’s jump into the update!

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Dev Blog 20 - Everything Is Terrible, Except Videogames (Which Are Only Kind Of Bad)

Greetings! Everybody wants consistency and something to look forward to, so we’re happy to share with you the outstanding progress we’ve made in the past couple weeks.

I have two big announcements, which I’d like to make right away! First: we’re finally comfortable sharing our first public roadmap.

https://public.3.basecamp.com/p/6FMRNcviVKZfjPYtvP58UMJ7

As we move forward we intend to add more specificity, and potentially shift items around. But we think this is what we’re ready to roll with! And to clarify, none of those features you see in ‘Future Releases’ will ever cost money. They will be delivered as totally free updates!

And for the second big announcement: this is a new ball you will be able to unlock in the game.

pumpkin baby

Just kidding.

Also, please don’t download that image to your computer - this is my only copy of it. It’s also cursed, and will manifest in your bathroom during the evenings.

Let’s jump into the update!

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Dev Blog 19 - Check Out These Drawings Dude

Would you believe me if I told you that I’m like, completely psyched out of my mind to be making this game?

For real, though. The feeling had, admittedly, fallen away for some time after the Indiegogo campaign wrapped up. I fell into a little bit of a slump - I was doing level design, but I wasn’t loving it. This was because, for some time, our progress had been frustratingly slow. So many levels had been made that I couldn’t even playtest!

However, as you all know, we partnered with Skymap not too long ago, and things have picked up. They’ve picked up tremendously. This update is going to be mostly focusing on the art side of things!

Let’s jump into it.

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Dev Blog 18 - We Know What We’re Doing Now

Fare eve to you. It’s Brandon, and I’ve been keeping a secret. But at long last, my lips are sealed no longer:

It’s time.

We’ve been aching to tell you about this for months, now, because it means a lot for the future of the game.

Are you ready?

Are you really ready?

Okay, I might be hyping this up too much. It’s not that crazy:

Our team has partnered with Skymap Games! They’re a game development studio full of really awesome people who are excited to help with Rolled Out, and I’m just as excited to be working with them.

To explain what this means for the project more concisely, I’ll let Skymap’s Managing Director, Neal Laurenza, take it away.

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