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  • Grokion: Gameplay Trailer
    February 22nd, 2010 Posted by jclef

    Here is a Gameplay Trailer for the upcoming iPhone/iPod game we’re working on.




    Patching & Polishing
    February 8th, 2010 Posted by jclef

    Patching the Stone:

    I’m pulling the team back together for some patch work.  Zach is on board for some additional writing and companion interaction.  Laurence has been helping out with some bugs, and I’m taking care of the small stuff like minor bugs, encounters, balance, etc.

    We’re going to try and put as much work in to make it worth a replay, so it’s going to take some time.  There’s been a lot of feedback and we want to address as much as we can.  At this point, we’re probably looking at mid-march, give or take a few weeks. ;)

    The module has been really well received so far.  It means a lot to know we’ve created something people are really enjoying.  We want to thank all of those who took the time to come back to comment and/or vote.

    Polishing the Biosphere:

    Meanwhile, in a galaxy far from Firglore, Jonny and I have been wandering around the Lunar Biosphere with our overalls and paint brushes – polishing up the place for a March opening. On one of our breaks, we decided to take a look around and stumbled into the main character’s dressing room. We started toying around with some of his cool stuff (like a grenade launching arm cannon – no Jonny, I will not pull your finger with that on…) when suddenly, we heard the sound of heavy metal stomp in behind us – and there we saw him…

    Say ‘Ello to our Lil’ Friend!

    stillWIP

    LDU-1  stood there in his awesomeness.  As I looked, all I could see were our melting faces in his reflective mask.  But he was totally cool and we talked about the lame superbowl half-time show and how hard it is to find a good pub on the moon.

    We’re almost done with the iPhone game we’ve been working on – Alex ported a demo build to the iPhone and it’s Slick – the fluidity of the controls is something people will notice right away if they’re used to playing sidescrollers on the iPhone/iPod Touch.  For those who’re interested, it will be on the appstore no later than March – more updates to come!

    Some WIP Screenshots

    TestShot




    Misery Stone: Released!
    January 20th, 2010 Posted by jclef

    DOWNLOAD MISERY STONE

    READ ME

    Thank you for the inspiration.  Thank you for the support.   Now go get slaughtered! ;)




    As The Mists Clear…
    January 13th, 2010 Posted by jclef

    I packaged up an Installer and uploaded the final beta for the testers.  If nothing crazy pops up, I’m going to release Misery Stone this weekend.  It may not be where I want it, but to get there would probably take another year of development!  So no, It’s about time I’ve released this to you guys!

    And that’s it, folks – Wow…

    To be honest, it’s somewhat surreal to be this close to release. I’ve been working on this module, albeit off and on, for about 2+ years now.  It has become something I think about daily – characters and stories in a world which I feel both saddened and relieved to leave behind.   It’s as if the mists are clearing and I’m escaping Ravenloft myself!

    But no cork-popping just yet – that’s for the next update! ;)




    IndieHandheld Jones
    December 17th, 2009 Posted by jclef

    About two months ago, Jonny came to me with an idea to start developing games for the iPhone/iPod Touch.   So I quickly snatched my wide-rimmed hat, leather whip, WWII pistol and sat down at my PC (boo!) – Our adventures in Indie development had begun!

    And like all great adventures, we met a friend while traveling these unfamiliar and dangerous roads.  He hailed from the small village of Lucas Arts and was on a quest of his own (designing a game) and needed help finishing it.  So of course, we accepted this side-quest and have been working with him for several weeks now on Art, Sound, Story and Level Design.

    The game is a Metroid/Megaman-Inspired title aimed to give a classic/nostalgic feel with some updated bells and whistles.  We’re shooting to release in Jan/Feb 2010, depending on how quick we can implement some final touches, but most of the game is complete (and FUN).  If you enjoy 2D puzzle sidescrollers, you’ll have a blast with this!

    Here are some WIP Screenshots… More info will be posted in the coming days!

    iphonegame_screenShotsWIP_01

    So this is a big part of why Misery Stone has been so slow out the door.  But timing-wise, with DA:O and all the other big NWN2 mods wrapping up, the delay isn’t that painful.  And let’s face it… who really cares about this dumb module anyway? ;)




    QA Screens
    November 29th, 2009 Posted by jclef

    I was doing some QA myself this weekend and took some screens.  I managed a full play through the module, which was nice.  Almost there!

    ms_almost4ms_almost3ms_almostms_almost5




    Distractions & Dragons
    November 23rd, 2009 Posted by jclef

    Due to all sorts of Distractions, I have now confined module development to mornings before work and some limited time on the weekends.  We’re on the 3rd stage of testing now and the module should be released soon.  Again, gotta give thanks to the testers for hanging in there!

    Meanwhile, I’ve been leveling up in 3ds max for our next project and managed to create and texture my first sword!  I’m also plucking the axe and poking the keys to generate some ideas for some of its music.  We’ll have some more info early next year about the new project.

    Other than that, I’ve been sporadically engrossed with DA:O.  I’ll probably wait until some patches and plug-ins are developed before diving into the Toolset though.  I can’t wait to see what other builders come up with – very exciting stuff!




    And Card said, Let there be Pixels!
    November 9th, 2009 Posted by jclef

    After an uphill struggle of phone calls between UPS and Tigerdirect, the card has finally arrived at my new apt and the Monitor once again shines with the light of the NWN2 Toolset!

    So I’m back to work – running through the lists of reported bugs.  The feedback from the testers has been pure awesome – their efforts will make this a much more polished experience for the players.  And seeing how I missed the Halloween release date by a mile, and Dragon Age is taking up most of the audience for the time being, I’m going to take my time and make sure I get it right.

    Also, the DA:O pre-order arrived and I’ve been having quite a good time with it.  If you’re reading this blog, you most likely have already started playing it before I did, so  I’m sure you’re having a great time as well.

    The only thing I’m having trouble with is some of the “un”natural areas.  For as much as they poured into this game, I was expecting more from the exterior terrains I’ve seen so far.  Does it bother me THAT bad?  Well, not yet… I hope they improve as the game progresses.

    I tried opening the toolset, but quickly closed it after seeing the big blank screen surrounded by all those new buttons! :P





    Still Down & Testers Kicking!
    October 30th, 2009 Posted by jclef

    Quick update – I’m still waiting for the box to arrive!

    Meanwhile, the testers are definitely earning their tombstones.  The lists these guys are generating look scarier than the module itself!  So thank you guys, for your continued efforts in pointing out the broken, bad and ugly. :P

    And while the module is nearing deployment, I’ve allowed my thoughts to stray & linger into other ideas -  If I do something for Dragon Age,  it’s going to be  small (5 areas) and simple (one quest) which will probably take an hour to complete.  Misery Stone is like the Goth chick you dated in high school… never again! ;)




    Pixel Plague: The Green Death!
    October 28th, 2009 Posted by jclef

    I was working on the latest round of findings when suddenly, the screen puked green pixels everywhere.  I took out the 9800 and it was sizzling hot, so I cleaned it up.  After a whole night of cooling down, I wake up to find it’s still not working!

    I should be back in business within the next few days, which will give testers a chance to build up their lists of findings, but this latest turn of events will certainly stall a Halloween release.  We’ll see what happens…

    It’s probably due to how much I’ve been abusing the system lately without proper care and cleaning.  Serves me right, I guess.




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