Game announcement next month (finally)

This platformer is finally almost ready to be unveiled.

I'm planning on writing up a full announcement post, complete with screenshots, sometime in the coming weeks. There are just a few more things I want to finish up first.

I'll also be showing the game at the Midwest Gaming Classic in Milwaukee this April. If you're in town, come check it out!

Delays and progress

Some major delays have occurred, but things are back on track with my current [not-yet-announced[ project.

Over the summer, I ended up porting the game to a different engine, which solved the technical difficulties that had been plaguing development for a while.

I also purchased a PlayStation 4 development kit over the summer, so I'm happy to announce that the PS4 build of this game is fully functional. I'm now testing regularly on both PS4 and PS Vita as the project goes along.

Not much more to say yet about the game. I'm still planning to keep details under wraps until the game is virtually finished, which will be a couple of months before it's released. At this point, I'm hoping to have it released sometime next spring.

Still progressing...

Just posting a quick update so that this blog doesn't look abandoned.

The game is still underway and not ready for announcement yet. I want to have the game mostly finished before announcing it, so that the trailer can resemble a final product, and it's taking longer to get to that point than I expected. Still planning for a PS Vita release sometime this summer, though, and a PS4 release soon after.

In the past few months, I've mostly been composing music for the game, and the soundtrack is now mostly finished. I also built a little scripting engine to use for cutscenes, so I'm looking forward to putting that to use soon; it was fun to write a compiler for the first time since college.

For now, it's time to try and digitally paint some more of the game's non-pixel art: character portraits, backgrounds, etc.

Vita/PS4 platformer is still progressing; announcement fairly soon

Just a quick update, since it's been three months since my last post:

The platformer is still progressing really well, but it's not quite ready for an announcement yet. I'm still working to have a really significant portion of the game complete before the announcement even takes place.

I recently decided to go all-in this time and do everything in the game myself, including music (something I hadn't created for a game since 2008 or 2009). Between the programming, art, music, design, and sound effects, there's quite a bit to do in a single project, but it's a fun challenge.

Super Blackout is now out on PS Vita!

Super Blackout was just released today on PSN for only $4.99. You can find it here:

https://store.playstation.com/#!/en-us/games/super-blackout/cid=UP0770-PCSE00784_00-SUPERBLACKOUT001

If you purchased Super Blackout on PS Mobile, I want to give you a free upgrade to the new PS Vita version when it launches on Tuesday

Did you buy Super Blackout on PS Mobile? You have my sincere gratitude, and I want to give you a free upgrade as a token of my appreciation (and because I believe you shouldn't have to buy a game twice on the same console).

The outpouring of support I received when Super Blackout launched on PSM is a huge part of what led me to launch Fordesoft two months later, jumping feet first into PlayStation game development, with a special focus on the PS Vita. This was always a goal of mine, but the feedback I received from Super Blackout gave me an extra push to do so now rather than later.

By the way, if you haven't heard about the new version, here's what the new game looks like. It launches on Tuesday for $4.99. While it's the same game at its core, this new version adds new graphics, new music, trophies, controller support (in addition to the touchscreen), and PlayStation TV support.



Note that the game is currently only being released in North America, unlike the PS Mobile version, which was available in both NA and EU regions. If you purchased an EU version of the PS Mobile game, you're still eligible for the free upgrade, but note that I can only send you a code for the NA region, because that's all that exists right now. A EU release is possible but uncertain at this point.

How to claim your free upgrade

To verify your PSM purchase, I need you to look up your e-mail receipt from when you purchased the game, and send me some details from it, following the instructions below.

And I really have to stress that I need to be able to verify your purchase. If the information you send doesn't match the sales records I have, I won't be able to send you a free code. Please make sure to double-check the information before you send it.

1. Track down your e-mail receipt from PlayStation Network, which should have the subject "Thank You For Your Purchase". If you're using Gmail, try searching All Mail for "super blackout thank you for your purchase" (without quotes).



2. Send me an e-mail via the Contact page before November 30, 2015 with the subject "Super Blackout free upgrade", with the values of these two fields copied directly from the receipt:
  • Date Purchased
  • Order Number
If you purchased the European version of the game, please let me know that in the e-mail, too.

When will the free code arrive?

As long as the verification is successful, I'll reply with your free code to you soon afterward - almost definitely within a week, but probably within 1-2 days. The earliest is Tuesday, since the game won't be out until then. And be sure to regularly check your Spam folder in case it somehow winds up there.





Price announcement: Super Blackout will be only $4.99!

Super Blackout launches exactly two weeks from today on PS Vita, and I'm happy to be able to announce the low price of $4.99.

Super Blackout goes gold! Game releases on October 13, 2015

Great news today: Super Blackout is now packaged up, approved, and ready to hit the PlayStation Network store!

Mark your calendars: it'll be releasing on Tuesday, October 13, 2015.

Super Blackout progress, and conference fun

Looks like a release for Super Blackout in October is more likely at this point. Right now, there are just a few technical issues to fix up regarding the save data, but they're proving much more of a burden than anticipated.

On a brighter note, I had the privilege this week of speaking about multiplayer HTML5 game programming (with Node.js and Socket.io) at That Conference 2015. It was a really great experience, and I'd urge anyone in the midwest who's interested in web development to check the conference out next year.

Enhanced version of Super Blackout preparing for PS Vita release

Last November, I released Super Blackout on PlayStation Mobile.

Due in part to the closure of PlayStation Mobile (which just happened last week), I decided a few months ago to start working on an upgraded, enhanced port of Super Blackout for the main PS Vita platform.



It's virtually finished now, and I'm in the process of getting it ready for release, which currently looks to be sometime around August or September.

Some of the new features in this version include:

  • New graphics
  • PlayStation TV support
  • Gamepad controls (in addition to the existing touchscreen controls)
  • Trophies
So this is really the "definitive" version of the game.
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