post-Pax East Update

alchemedium —  April 20, 2013 — 1 Comment

Yes we know, PAX East has been over for a few weeks, so we are a little behind with our post-PAX impressions.  But you know what?  You’re going to get them anyways!

In a nutshell, PAX East was really awesome (aside from our run-in with a big bad “blizzard” that added an extra three hours to our drive home).  We got to meet a TON of other indie developers who we would like to collectively thank for taking the time out of their busy days to chat with us.  They all seemed really excited to be there showing off their latest projects and we were equally excited talk to them about their development and try them out.  The best part of being involved in the indie game community is everyone is very open and supportive and there is quite a real sense of community.  So thanks again to all the devs at PAX East!

Wonder what the alchemedium crew been working on?  First, we’ve been learning a new 2D animation software called Spine and implementing its use to streamline object animations.  Speaking of object animations, progress has also been finished on a handful of major art assets that you can check out in the gallery below.  Our OUYA build has also been updated and we will be posting a gameplay demonstration in the near future that walks through the menus and a good bit of the game mechanics for you all.

Along with all the updates to the OUYA build, coding, and art asset progress, Tom has been working hard to bring us a quality soundtrack for the game.  He has finished up several more songs over the past few weeks, all of which have been designed to immerse the player in the world we have created. Click the link to listen to a teaser of one of the new tracks!

One other large piece of info about development is: we have completed the coding for game flow in and out of menus, story scenes, and the actual gameplay and boss stages. This has been the largest section of cohesive code that needed to be completed for the game, and it is now complete 😀  What remains now is cleaning up and optimizing some of this code, as well as completing a few more miscellaneous programming tasks. Completion of this task will provide more time for creating more art assets.

One last item:  some loose ends were tied on the business side of things to prepare A Tofu Tail for the OUYA marketplace when it’s finished. Only a few more small business related tasks and alchemedium will be ready for the OUYA marketplace!




Indie game developers from Pittsburgh, PA. We are dedicated to bringing you unique audio, visual, and gameplay experiences. Currently developing the story-driven puzzle game "A Tofu Tail" .

Trackbacks and Pingbacks:

  1. A Tofu Tail Gameplay Demonstration « alchemedium - May 4, 2013

    […] promised in our PAX East recap, we have a special treat for those who have been following the development of A Tofu Tail!  After […]

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