C.W.I.S Devlog #3 | Upgrades & A Whole Load Of Bugs

Welcome back to another devlog on C.W.I.S, In this devlog I go over the new weapon upgrades system progress, some menu work, an improved ship health/hitbox system and the early setup of the radar on the ship.

Its been a busy few weeks so I didn’t manage to get as much done as I would’ve liked, but the next few weeks look much clearer so I should be able to get a lot more done. Since making the video I have already started on the remaining weapons for the game including a main gun & player missiles. So lots more to coming in future devlogs!

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.

C.W.I.S Devlog #2 | The Basics Of Shooting

In this devlog I go over the new mechanics of turret shooting, with object pooling, overheating & ammo count. Along with some early progress on the radar system to show incoming threats, a hitbox system to control the health & damage of the player ship.

Watch the devlog below:

If you have any suggestions for future content, comments on the current work or just want to share your thoughts, feel free to comment them on this article or in the comments section of the video.

C.W.I.S Devlog #1 | Project Introduction

After taking time off from Project Tilly, I’ve decided to instead focus on a game which is a little bit more achievable with my current skill set to get another release under my belt. So here goes…

ICYMI: I go over what’s happened to Project Tilly here: https://carter.games/website-update-future-plans-apr22/

With this remake I’m focusing more on the progress updates, builds & devlog.

This game will have a video devlog series to go along with it where I talk about progress made on the project, future plans & discuss feedback and suggestions from the community. The full playlist can be viewed here:

Currently there is just the announcement video going over the plans for the project and summarising the original jam version of the game for those who didn’t play it. There will be videos every 3-4 weeks or whenever a decent chunk of work has been achieved. Which ever comes first!

A little sneak peak of the upcoming progress can also be seen on my twitter post below:

I’ll be updating this page with the latest art & visuals when I have them along with the development builds & devlogs as and when they go live.

Speak to y’all soon

Website Update & Future Plans

Hey all, J here! So it’s been a while since I last posted on the site and I totally missed the March Monthly Update. This post will kind of count as both the March & April update as I’ve been sorting stuff out behind the scenes. The biggest of which you can see currently. The website has had a complete overhaul with a new theme, new plugins, new graphics & a new layout showcasing all the work I currently have public in a releasable state.

Changes To Carter Games

This nicely leads me on to a change to the meaning of the name Carter Games. Originally, I planned to turn it into its own studio. However, after giving it some though I’ve decided to instead turn it into an alias/publisher that I release my public works to. Given that all the work on here is currently my own anyways there its really any harm in doing so. So, I have been around and updated all the description of the brand where I used We or Studio and corrected them to follow this new narrative. This doesn’t really affect anything currently in the pipeline but leaves me free to make a studio under a different name in the future should I wish to do so.

Current Work

Some may have missed the news regarding Project Tilly which is the game I was working on since the start of the year. So here’s the update I posted everywhere else. Project Tilly is on hold until further notice, this is somewhat due to a little burnout on the project and partly due to a lack of personal ability to complete the project. I did over scope a little, even in the MVP, so I’ll be leaving the project on the backburner until I have the motivation to work on it again or some new ideas for it. Its sad news to those who were interested in it, but I really want to get a new game published this year so I’m focusing on an older project which is already halfway there. This being C.W.I.S, though I’ll likely rename the game for release. I had a working prototype around winter 2020 and I feel like it’s a title that I have some ideas for and could complete in 3-6 months with my current skills. That includes the art side as well.

The Future

Other than that, I have been working on a few GDD’s (Game Design Documents) for some possible future titles. None of these are set in stone yet as they still need fleshing out a lot before I decide which one to move forward on. So. there will be more in this in the coming months. In the meantime, I will be making further improvements to this site & publishing minor updates to existing products. I will be back with another update at the end of May if not sooner with more info on where I go in the future.

That is all for now

~ J

Project Tilly Devlog #10

A bit of a busier week life wise this week has meant I’ve had less time to work on the project. I also just wasn’t feeling like working on the project after my work days this week and couldn’t get in the mind set this weekend. To not push myself into working on the project, only to end up undoing a load of it later. I’ve decided to take the weekend off and just relax for a change.

Anyway here’s wonderwa… sorry, here’s a walldrobe.

Not yet implemented and missing a few bits but its an improvement over the placeholder cube I had before. This is about the only thing I got done on the project this week as an experiment with Volex for art. Not 100% sold on it, so gonna try and re-learnt the controls in blender again soon (I’m used to 3DS Max but no way can I afford a licence for that xD).

Next week is going to be mostly project planning for the prototype, I want to nail down my tasks for a release build. Start writing out what story elements are going to be in play and the dialogue for said bits as well as what goals the player has in the flat scene to complete the section in the prototype. So next week’s post will have a lot about the story and background of the main character if all goes to plan xD I’m hoping to wrap this prototype up by end of May at the latest so I can try out some other ideas I’ve had so not to get burnt out as much. Then dependant on reception and how I feel about working on it further, I will decide its fate.