Lots of OUYA updates this week! A host of controller revisions, pre-orders are made available at multiple retailers, and plans for annual OUYA hardware updates. Click the jump to get the details and to see our latest progress update on “A Tofu Tail.”
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Aside from finalizing some legal paperwork, the programming of the menus is just about complete and the menu art is coming along nicely. Below you’ll find a bullet-pointed list of everything that needs to be completed before we can launch A Tofu Tail. As we make progress, we will continue to update the list in our weekly updates. This way you can track the progress of A Tofu Tail to completion.Continue Reading...
A lot of new developments in the alchemedium camp this week: our legal paperwork is complete, our revamped asset management system in place, and our menus system is almost ready for implementation.Continue Reading...
One more thing the Mayans couldn’t predict….
…that alchemedium was going to win one of the 13 OUYA early dev kits; part of their #myouyagame contest! We were pleasantly surprised (and honored) to see a tweet this afternoon from @playouya notifying us that we were one of three lucky winners for the final day of the giveaway promotion, alongside Snow Castle and Tyrus Peace. Here is the post on reddit describing what made them choose us! The alchemedium team would like to thank everyone who retweeted and favorited our tweets twitter; without you we couldn’t have won.
Finally, a small update on the other going-on’s:
- Programming is back to where it was before the we started the Java port, and everything is running smooth as butter
- Tom has been working hard on the next piece of music, the final stage music, and we should be hearing a WIP soon
- Finishing touches are being added to our title logo, which should also be finished soon
- and this…
And with that, we wish you all a Happy Holiday. Check back next week for some pictures of our upcoming snowboarding excursion!
Art: Progress on the title logo is going well. We have a few drafts finished and I think we’ve got a final design we are aiming for. We’ve also started working on our desktop icon for PC/Mac/Linux release (I really love the direction we’ve gone with it.) We aren’t entirely sure how the OUYA interface is going to look as far as game library, etc., but from what I’ve read it will most likely be similar to the Xbox 360’s “cover art” style.
Programming: Porting to Java is going surprisingly smooth, with only a few hiccups here and that we’ve been able to overcome. Our progress will start to pick up even more once they release the ODK.
Story: We’ve been working with our good friend Andy Randas on the store bits of A Tofu Tail. Friday night we met to talk about the first few story sequences and the results were nothing short of awesome. We now have a draft for the beginning story sequences and we are all very excited about what we have so far, and I think players will be very excited about the way in which we are telling our story. A Tofu Tail is going to be very unique in the way that the story is such a central part of the game experience. I can’t say I know of too many puzzle games with cutscenes!
We were getting a lot of requests to see our game in action, so this week we put together a teaser trailer using footage from an early build of A Tofu Tail. Let us know what you think by commenting on our youtube channel!
It’s official, we have finally settled on a name for our game!
A Tofu Tail
A fairy tale of a man-turned-tofu by a deceptive kitsune, racing through the vivid, puzzle-filled maze realms of the foxes in search of a way to break his curse.
- Addicting puzzle gameplay that features additional challenges as you progress through each new realm
- Procedurally generated levels that allow each player to experience the game differently
- Multiple objectives per level for added challenges and replay-ability (completionists will love this!)
- Unique art style, all completely hand-drawn
- Retro soundtrack with a blend of 8bit chiptunes and modern sounds
- Whimsical story heavily influenced by Japanese folklore
So what are we working on now? The main menu layout is finalized, so now we just need to finish programming it’s functionality. The core game mechanics are complete, as is the level generation algorithm. We’ve gotten the main plot nailed down and have moved on to writing the actual dialogue and narration. And finally, we’ve started porting to Java in preparation for OUYA’s launch in the spring (note: Android, PC, Mac, and Linux releases to follow soon after).
I know we haven’t shown any in-game footage yet, but trust us when we say we are silly with anticipation to show some gameplay videos. Keep your ears and eyes open, as we get closer to completing our demo (the first 10 stages + boss battle!) we will post a video update.
I just thought I’d update all of our new followers on the happenings at alchemedium as of late. We are still working hard on art assets, front end, and testing/finalizing of gameplay mechanics. We’ve recruited our friend Andy Randas to help out with the story bits (dialogue and “cut-scenes”), and Tom has finished the first track in our series of boss songs. If you look above you’ll see our finalized logo, courtesy of Jessica Sell. The cover art to our soundtrack is still in the works, but should be finished soon. We are also getting ready to meet with lawyers for expensive and boring legal stuff. Things are moving along at a good pace, and we are all more excited than we ever were to get this game finished and into your hands to play (well technically you can’t hold digital things, but whatevs)!
As a cool bonus to keep everyone else excited, here are some of of our crazy cool art things below:
We hope everyone has an awesome Turkey Day (naps FTW)!