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 April 12th, 2014:
Click here to watch Ancient DOS Games Episode 135 - The Oregon Trail: Classic Edition
Would've been good if I could've taken a look at the very original DOS version of The Oregon Trail along with the updated version I got ahold of, but alas, the original DOS version is much more difficult to find copies of. :P
Nothing too much to say at the moment. Making progress on Ivxscape though I will admit, out of all the time I spent this week not working on ADG I mostly just played games. :B
Don't worry, already getting back into the swing of coding and everything. ;)
News for April 7th, 2014:
Click here to watch Ancient DOS Games Q&A - April 2014
Thanks to all of you supporting me on Patreon, the first Q&A video is ready to go! Only three questions for this first one, but now that everyone will have an idea of how these videos will work, hopefully there'll be even more questions next month! ;)
I know I said this just a couple days ago, but if you want to submit questions for upcoming Q&A videos, simply pledge $4/month or more on Patreon and you'll be sent an eMail address to send questions to! (Or if you lost this eMail address, just send me a regular eMail and ask for the question to be answered in an upcoming Q&A video, and I'll also send you the proper eMail address again. :)
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
News for June 25th, 2013:
So, the new YouTube channel is online now: http://www.youtube.com/user/pixelmusement
I'm not making a big a deal about it just yet because all that's there so far is a quick little introductory video. While I intend to start getting ADG stuff uploaded there soon, the weather this entire week could end up being very hostile in my area, which isn't exactly good for productivity on an electronic device, such as a computer. I'll do what I can when I can but don't be surprised if things take a lot longer to really get going than intended.
Once I have a solid block of time that isn't going to potentially be interrupted by thunderstorms, I intend to add a "Videos" section to the main side bar here on the website. At first, it won't have much, but over time it'll have links to videos that aren't exactly related to Ancient DOS Games.
Other than that there's nothing major to report. I'll keep you all up to date as more stuff goes online! :)
Latest Ancient DOS Games Episodes!
Episode 135 - The Oregon Trail: Classic Edition
Q&A - April 2014
Episode 134 - Really Old Edutainment
Episode 133 - Skunny Kart
Episode 132 - Wacky Wheels