Get involved to help Ivxscape (formerly Vectorzone) become the ultimate, highly-customizable, twin-stick, 2D shooter!
Welcome to the Pixelmusement website!
Home of the obscure and barely known game designer: Kris Asick
News for July 19th, 2014:
Click here to watch Ancient DOS Games Episode 143 - Full Throttle
Nothing much to say about this week's Ancient DOS Game beyond what I've said in the video proper. :B
I should have another Ivxscape dev journal ready to go around this time next week so for those of you tracking my progress there be sure to look for it! :)
News for July 7th, 2014:
Click here to watch my 1st Patreon Milestone Video!
Yup. I promised a commemorative video for reaching my first milestone goal on Patreon and spent quite a number of weeks trying to come up with something decent that could really do the event justice, and I think the end result is something very special and not something you could ever get with a typical television show or something that would be competing for ratings. It goes to show the strengths that come with producing an internet video series and just how different (and better) a paradigm such a series is. (Besides, I personally feel "television" as we know it will probably be dead in a decade or two as stronger technologies take the scene for delivering content to people.)
And of course, don't forget to watch the latest ADG episode on Starflight if you haven't yet! ;)
News for March 31st, 2014:
FINALLY... this took freakin' forever and was the most incredibly difficult design work I have ever done, but I'm pleased to announce:
No, this is not some completely new game that's replaced Vectorzone... though that's not far off. Vectorzone has BECOME Ivxscape! The new name is to help separate it from other games and things that have been coming out lately with the word "Vector" in title and there have been sweeping changes to the ultimate methodology and functionality of the game. So let's get some of the basics out of the way which you might be wondering about if you've been keeping up with Vectorzone's development.
The first major change was the story. The name "Vectorzone" was meant to alude to digital memory vectors and vector graphics, but "Ivxscape" is a shorthand word which stands for "Iridescent Vectorized Extensions Landscape". That third word "Extensions" is the key to this whole ordeal so keep it in mind. The one aspect of the story that hasn't changed is that there's a digital world invading the computer networks of the planet. The major change though is that now, instead of playing as someone operating a computer terminal from the real world trying to fight back against this digital world, you play the role of someone who's been physically trapped inside and is trying to find their way out! Might seem somewhat like Tron, but trust me, there's more to it than that, that's just the basic gist of it. ;)
The next major change is that the game is no longer an open-world experience. Instead, the game gives you subtle control over HOW the world around you is generated. Not going to reveal too much about the process just yet, except that it's similar to the Minecraft mod "Mystcraft", based on the Myst series.
Crafting has also gone by the wayside, but in its place is a much simpler system called "Extensions", which is kinda like a halfway point between a crafting system and a socketing system, like those seen in Diablo and Torchlight. Basically, every item has slots and you can install extensions into those slots to add new abilities to your equipment. However, each extension itself needs to be built out of various resources which you'll find as you travel, plus you need a template to actually lay out which resources to use to get a particular effect.
Other than that, all the changes from my original concept after removing the spinning camera are all minor. Heck, some of the stuff from back when the camera still spun are STILL present, such as the 16 different crafts you can pilot.
This is all concept of course, but programming has once again resumed and you can read more details about what I've gone through by checking out the latest Development Journal, though it mostly just reiterates everything I've just said. :B
Now that the major design work is out of the way, it's time to start churning out code! I've updated the FAQ for the game as well. As for when it will be ready, I don't have a clue. Any estimate I give you guys will just be pure speculation. I'd LIKE to have it done by the end of the year, but I can't even promise that. It really depends on how busy ADG keeps me and how smoothly the coding process goes. I am going to at least try to make an effort to get the first public pre-alpha out in May. Keep in mind it may not have all the functionality the last Vectorzone alpha had as I'm essentially rewriting a lot of code and only copying and pasting where appropriate.
News for February 10th, 2014:
Click here to watch Ancient DOS Games Filler #36 - Patreon
I now have a Patreon account set up!
The idea behind Patreon is that it enables people to directly support content creators on a regular basis, kinda like Kickstarter, but with pledges based on each piece of content created, or in my case, monthly for all content. It's a way for those of you who've wanted to support the show more directly to do so beyond simply watching it and spreading the word! :)
Though I want to make this perfectly clear: I will NEVER start charging money just to watch Ancient DOS Games! This is just an extra thing for those of you who want to give that extra bit of support, plus I have some rewards set up too so that everyone who provides a monthly pledge (even as little as $1 a month) will get something in return for being super-awesome! :D
Latest Ancient DOS Games Episodes!
Episode 143 - Full Throttle
Episode 142 - BioForge (Mature Rated)
1st Patreon Milestone Video
Episode 141 - Starflight
Filler #39 - Windows 3.1 Games