Newest Member of the Ultimate Chicken Horse Family!

Today we reveal our newest character, joining our Ultimate Chicken Horse gang! The lean, mean, jumping machine has arrived:

The chameleon was designed with help from a Kickstarter backer and has come a long way since the first sketches we drew. You'll notice a colour change when the character is dancing; this is extremely important for survival as restricting a chameleon's colour change would dampen its high energy and awesomeness.

As you likely know by know, all of the characters have the same physical abilities, but we try to give them personality through their design and animations. Our artist hand-draws every single frame of the animal's animation, and the result is a very smooth, fluid movement.

The production is going smoothly, we're still bashing our heads (mostly Alex's head) against online multiplayer, and we're producing new content like this wonderful little chameleon creature.

Put the game on your Steam Wishlist now and your life will be wonderful!

T-Shirts Shipped, Character and Block Work

Hi everyone!

Wish I had some monumental epic news to report, but unfortunately I don't! We're working on the real "production" now... we know what we need to do and we're doing it. We're not as distracted by shows and events right now, so we're moving along nicely.

One nice thing is that the t-shirts have shipped (last week)! You should be receiving them in the next little while, if you backed at the t-shirt tier and haven't gotten it in the next week or so, shoot us an email and we'll try to figure it out.

Beyond that, there's work being done to create a new website for the company and the game, and setting up the online store! We're pretty much out of t-shirts, but we have hand-knitted hats to sell and would like to have the store up and running for when we have new shirts printed.

Alex is still working on getting the network stuff happening, and it seems to be progressing quite nicely. Look! Network stuff in the picture!

Kyler is at work on Kickstarter backer designed blocks and levels, so there's plenty of work to be done. I'm getting in touch with and following up with Kickstarter backers, so if I haven't followed up with you in a little while about designing a block or character, it's because we're working on the ones that we already need to mock up. Once we have a mock-up and send it back to the backers, we'll get started on the next ones.

That's about all there is to update for now!

Working Hard on Online Multiplayer & Kickstarter Rewards!

Hello hello! Back again this week with a rather short update. We’re in full-on development mode, free from having to prepare for shows or press releases, and working hard with our heads down. A quick update now to shine light on what our three team members are doing.

Our programmer, Alex, has been working on online multiplayer. Unity, the game engine we use, recently put out an update and their network code has changed. Seeing as everything is new, there isn’t much documentation on it so there are very few solved problems. The process is going well though, and we have some basic functionality (i.e. one computer knows the other one exists, etc.).

Our artist, Kyler, has been working on the Kickstarter rewards where backers got to choose to design a level, design a block, or design a character. The character animations have a ton of frames and each one is hand-drawn, so this can take a while. We need to make sure to optimize cuteness and minimize time, and it’s a balance we’re learning.

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The write of these blogs, Richard, has been doing all the other stuff. That’s generally what he does for the company. This includes filing taxes for the end of the month, figuring out marketing and PR strategy, starting the redesign of the company site, and cleaning up the game design document so that the rest of the team can refer to it if need be.

That’s all for this week! Next week, as usual, we’ll have another post!