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shootycatfishgame · 5 years
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Well its done, "Shooty and the Catfish Episode 2: The Spoopies" is finally out in the wild for people to play, why you can even play it yourself for free if you head on over here:   https://visitorsfromdreams.itch.io/shootycatfish-episode2 Truth be told the game has been out for 3 days now and has only been downloaded a grand total of 4 times. It might seem like a discouraging number for sure but its important to remember that this is the second episode of a series, and with the first episode itself only being downloaded a total of 124 times to date (my previous project Hazmat is sitting at 525 downloads and Flatwoods at 849 downloads) its not that surprising. In all honesty im not really expecting the series to really gain any sort of momentum until its fully finished and released as a stand alone product on Steam, and I think thats fair enough. The idea behind the episodic releases was largely so I could get the feedback to improve each episode as the project went along, and I think I have achieved that so far. So I guess you could consider this to be a post mortem. Where did things go right with Episode 2 and where did they go wrong? Well, for where things went right, development started in March and was finished in September so you could say the game had a 7 month development cycle. Looking back at it now due to the length of the episode that actually feels really excessive considering the amount of content in the actual game (which I will come back too) but compared to the first episodes 2 year development cycle it was a huge improvement. I am also pretty happy with how the games set up worked. Episode 1 played it very strait with its single town and non linear dungeon set up taken right from the standard JRPG guidebook. Episode 2 on the other hand was a little more experimental. The opening town was more about establishing a tone then a solid narrative with the Episodes dungeon being where all of the real story telling happens. While im sure this isnt a new idea, its something I havent personally experienced in any turn based RPGs. Sure, its not uncommon to find environmental story telling packed into the game world, but to have every combat encounter also be an NPC that pushes the narrative forward? I think the results were perhaps a little wordy and at times a bit on the nose, but for the most part I think it works. Episode 1 had a very non linear dungeon which worked well but it was nice working on something a little more directed as well which Episode 2's layout definitely was.
Im really happy without how the quality of life improvements in the game turned out, introducing new elements like coded doors for different kinds of keys and giving you the option of finishing the game without fighting the optional boss which, you know, actually made that optional boss optional. In fact I was so happy with those changes I went back and patched them into Episode 1 only a couple weeks back.
So where did things go wrong?
Well, to be honest, the only thing I wasnt happy with was how long it took me to get this game out. Like I said, 7 months is a big improvement compared to 2 years, but its still a lot longer than it should have been. Some of this was definitely my fault... as mentioned above there was a big push to have all the narrative put into the dungeon, but the down side of that was that it meant there was a lot more meaningful dialogue in this Episode than there was in Episode 1. The previous Episodes dialogue was mostly made up of silly gags from goofy NPCs in town, but for this Episode I had to create that ALONG with the more serious and narrative driven dialogue found in the dungeon itself. There were several weeks where I didnt touch the game at all because it all seemed so daunting. Ironically when I finally forced myself to write those sections it ended up only taking me 2 nights, so really I spent weeks if not months putting the project off out of fear of something that ended up taking collectively 6 hours tops.
So yeah... that explains some of the delay, but not all of it. The second issue that struck me during the development of this Episode was my own insecurity. The first 5 months this games development were during a time when I didnt know what was happening with my job,  I was very nervous, and with my fiance being processed through the notoriously awful Australian immigration system I was also pretty damn scared. The last few weeks of those 5 months was a massive period of crunch at work for a huge project and then immediately it was over... and I was out of a job. If I had known for sure that this was how the gig would have turned out I would have spent more of my free time trying to develop a following. I might have even been able to get my Patreon into a state that could have helped me out financially a little, or atleast thats what I liked to think I would have done, but at the time I didnt have the confidence or energy to do so. This was followed with me taking up a freelance project (well quite a few actually but most were great) which while it has definitely paid my bills over the last couple of months, it has also left me exhausted, emotionally and physically. All of this slowed down the development of the game, and perhaps even more importantly had a large impact on the writing of it.
"Shooty and the Catfish: Episode 2 - The Spoopies" deals with some pretty heavy themes, with suicide and the treatment of suicide victims being chief amoung them. Then on top of that I realised half way through development that while the idea of an office building full of ghosts of asshole business people who commited suicide after a stock market crash does have some comedic value (poor taste as it may be), the gameplay loop of systematically killing every single one of those ghosts has absolutely no comedic value and is quite possibly the most morbid thing I had ever created... Ironically not even on purpose... I found myself in a situation where I accidently created a "suicide victims ghost murder simulator". While im no stranger to creating offensive or disturbing content, for once this wasnt my intention but rather the result of the games story concept clashing with the established gameplay mechanics... and realising too late. What do you do when you set out to make a dumb comedy about 2 wise cracking idiots that kill monsters for money and instead... well here we are. What a mess... Im not going to pretend that the game handles the subject of suicide well and I also dont think I ever could approach the subject in a satisfying way. If its treatment upsets or offends anyone I think thats completely understandable and any critism I receive because of it is completely justified. Something I do think that is a positive to come out of all this however is this is the first game project I have worked on that I feel, to me personally, is a piece of "art". Well I mean... I think all games are art, but playing through this game now I can see the struggle I was going through developing it reflected through the characters and through the writing. Its almost like playing through 5 months of my own loose streamed consciousness. My stress, my depression, my insecurity, my fear, my defeatism, its all there. The game has tonal whiplash of morbid  nihilism and stupid dumb goofy comedy in a way I havent been able to pull of since my 2014 film Spilt Coffee (https://www.youtube.com/watch?v=jp2HSx_f9WE) which ironically serves as a prequel to this game and was created at a time of my life when again, I felt quite trapped. Episode 2 might be the worst game I have made to a lot of people and thats totally fair, but I think its also my most personal and sincere for what thats worth. Thats it for this update, I have gone on long enough as it is. So where do we go from here? Well... I made myself and my players a promise at the end of Episode 2, and thats that Episode 3 will be a fun light hearted adventure. I think after this games development I really need it, and hopefully the contents of this depressing Episode doesnt stop those players from coming with me on that adventure too. If your interested in helping me support my indie game development then why not check out my Patreon? https://www.patreon.com/VisitorsFromDreams Every little bit helps ~ <3
Thanks again to everyone who has taken the time to read this post.
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shootycatfishgame · 5 years
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Finally, at long last, Shooty and the Catfish Episode 2 is live, and just in time for Halloween at that!
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Getting the game finished hasn’t been easy with a lot of turbulant life stuff going on during development, from working crazy hours at my job, to losing that job, to then working crazy hours on freelance work, and I think the effect of these life events had on my mental state comes through in the game pretty clearly, for better or worse.
I will write up a bigger post about all of this after Friday when my current freelance contract is over and I can finally breath a bit, but for now... You can check the game out on either itch.io here: https://visitorsfromdreams.itch.io/shootycatfish-episode2 Or on RPGMaker.net if thats more your thing here: https://rpgmaker.net/games/11152/ If your feeling SUPER generous you can support the continuation of the project through my Patreon here: https://www.patreon.com/VisitorsFromDreamsThanks for the support and any feedback everyone! ~ <3
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shootycatfishgame · 5 years
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Its been a big week with most of my free time dedicated to wrapping up Shooty and the Catfish Episode 2: The Spoopies (sorry I Saved A Mouse but your on the back burner) so I can try to get the game out for Halloween. Why Halloween you ask? Well because the episode is all about spooky ghosts and other monsters, and releasing the game in time Halloween will hopefully get people who are wanting to play games in that Halloween spirit interested. It worked for Flatwoods, so hopefully it works again here. In all honesty theres not a whole lot of work left to be done on the game, this week I managed to finish off the last floor of the games single dungeon, finished all of the NPC dialogue both in the dungeon and post game, got the optional side quest up and running (much like Episode 1 there is a collectable figure attached to an optional bossfight to be found), created several new battlers for some optional combat scenarios and created an opening cutscene, something Episode 1 lacked. I am also still slowly releasing the soundtrack to Episode 1 with the miniboss theme "Yeh This" being released on Youtube this week. https://www.youtube.com/watch?v=eGNMuA5hUIo&feature=youtu.be There are still 3 more tracks from Episode 1 that I want to get released before the launch of Episode 2. So whats left? Well, today I am hoping to start balancing the combat and once thats done I will be sending the game out to a handful of people for testing. While thats going on I am going to be working on the games trailer.  All in all I think I am going to do my best to get the game done and released on October 1st. I am also going to patch Episode 1 for newcomers with some minor bug fixes (nothing serious, just the wrong battle background in the final boss fight and things of that nature) along with cleaning up the collectable figure side quest and updating the visuals of the doors so that each kind of door (small key, boss key, elevator etc) has its own distinct look, something that was implemented in Episode 2 and seemed stupidly obvious as an issue in hindsight. Once the game is out and had its first inevitable patch I will be getting back to work on finishing up my short I Saved A Mouse and then my Patreon launch video. After that its strait into Episode 3. Oh yeah, I have a Patreon now so if you want to help me with my animated shorts or indie game projects now you can, you will find me right over here: https://www.patreon.com/VisitorsFromDreams Thank you again everyone who has been following this project! ~ <3
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shootycatfishgame · 5 years
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Its been an increadibly busy few weeks and up until yesterday it had been quite a while since I had last touched development, but by god I had a free day and I wanted to make the most of it and I think I did.
First of all a large take away I got from watching peoples Lets Plays of Shooty and the Catfish Episode 1 (though not in reviews stramgely) was that I needed more specific visuals for the different door types. Now we have Elevator doors, Small Key doors, Key Item doors and Boss Key doors, hopefully this makes progression options more clear for players. I will probably go back to Episode 1 and release a new patch where these changes are implemented as well.
In terms of dungeon design progress, well the first half of the first floor (this dungeon has 3 floors total with one of them also having an outdoor component) of Episode 2s single dungeon is now completed. I had hoped to get the full first floor done yesterday but with the much bigger emphasis on character dialogue within this dungeon it just wasnt possible. Yes, thats right, while Episode 1s dungeon had a bunch of random monsters, every encounter in Episode 2 is a character with a small story (or gag) to tell. There will be significantly less encounters than Episode 1 (and I have no plans to treat the dungeons in Episodes 3 - 5 this way) but I am hoping this will make each encounter more meaningful, time will tell if I am successfull in that respect or not.
And thats unfortunately it for this update. I am pretty flooded with freelance work at the moment so updates will probably be quite inconsistent for the next couple of months atleast, still, every updates another step forward!
Until next time, keep on developing!
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shootycatfishgame · 5 years
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Another week, another update, and lemme tell ya progress was made!
While I didnt get to put in as many hours as I had hoped I would be able to this week I still manage to get the town of Spectre completed. All of the NPC dialogue (pre dungeon atleast), all of the flavor text, all the functionality, its all there. Feels great having this section wrapped. Its not quite as dynamic as the town of Grit in episode 1 but the dungeon in this episode has a lot more character interaction going on so hopefully that makes up for it. 
Also for the first time in the series we have vehicles! Yes, thats right, as pictured above you get to go sailing in a hotdog AND you get to fly around in a disembodied cows udder, how much further off the rails can the game go? Well I guess we can only find out with time!
Tomorrow I will start rebalancing the dungeon as it was originally balanced when all 5 episodes were in the game together so its going to take a little work. I also want to make the navigation of the dungeon more interesting and flesh out the story telling within it.
Until then, keep on developing!
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shootycatfishgame · 5 years
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A delayed update this week, and a small one, but an update all the same!
Its been a slow week development wise this week, I have had some big personal things come up (I got told my job is being made redundant so theres been a mad scramble to find freelance animation work and another job, so far nothing solid has come through) but I did put aside some time today to work on the game.
Essentially at this point all of the pre dungeon material in the episodes single town called Spectre is complete outside of flavor text on the environment and a vehicle which I you will need to get to an isolated island that leads to the episodes dungeon.
Hopefully next week I will be finished with the Spectre content and I can start talking about the episodes dungeon which is the real meat of the game and has a very different structure to the one found in Episode 1.
Until then, keep developing!
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shootycatfishgame · 5 years
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Hello everyone! I know its been a long time and I apologize.  Some of you may be wondering if Shooty and the Catfish is dead, and the answer is a most definite no! Infact Episode 2 is already at around 50% completion, if not higher. After the release of Episode 1 I took some time off to work on some freelance projects as well as to complete a film project of my own, but now that those are out of the way its time to get back to work on Shooty and the Catfish: Episode 2 - The Spoopies.
The Spoopies follows Shooty and Zaat as they journey to the town of Specter, a town full of Spooky Spoopies (Pictured above), after a noise complaint is made because of the rather vocal ghosts in the nearby financial sector. It also starts to introduce a bit more of an overarching narrative as well as some backstory for Shooty and Zaat themselves. I am hoping to have this episode out before August/September when my next big freelance contract is supposed to start so I hope you will joing me on this journey, and for those who have yet to check out Episode 1 you can find it completely free below!
https://visitorsfromdreams.itch.io/shootycatfish-episode1
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shootycatfishgame · 5 years
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Shooty and the Catfish: Episode 1 is now complete and available to download over on itch.io! Go check it out! :D
https://visitorsfromdreams.itch.io/shootycatfish-episode1
Welcome to the world of Nimbin, a world full of strange characters and even stranger characters. Shooty and Zaat are a team dedicated to solving mysterious monster mysteries, for a price of course, as much as they love what they do they cant do it just for the love ya know. In todays episode a call comes in from a mushroom mining town called Grit where strange things are definitely afoot!
Shooty and the Catfish is an episodic series with 5 episodes in total planned, each of these episodes building on the mechanics and story as they go.  With a Game Boy Color inspired aesthetic and an original EDM soundtrack  by Jim Hort and a unique resource management based combat system, I hope you enjoy this first entry into this strange new series.
A Game by Visitors From Dreams Music by Jim Hort Additional Music by Agent Ape: https://agentape.bandcamp.com/ Promo Art by Nathan Malone: https://www.artstation.com/zekeyspaceylizard
And a very special thank you to everyone who has followed and supported this project, allowing it to finally come out!
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shootycatfishgame · 5 years
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Tomorrow!
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shootycatfishgame · 5 years
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Check out this awesome piece of Shooty and the Catfish art by my buddy Nathan. Wish the actual game looked like this now! <3
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a gift for my friend @visitorsfromdreams based on his not-quite-released yet RPG “Shooty and the Catfish”
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shootycatfishgame · 5 years
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Well folks, the silence is over, and I am here with big big news!
“Shooty and the Catfish: Episode 1 - Mushroom Madness” is complete and ready for release! But, before I get into my release plans, I feel I should talk about  some changes to the game and my plans for it that have come about since my interview several months back.
First of all, I am still releasing this game episodically, but I will no longer be charging money. Instead I will have it open for donations on itch.io and I hope to also have a Patreon up and running for release. Donations from Patreon will go towards both future episodes and animation projects and I will only have a single $1 tier. When the series is complete I will release a singular game project on Steam, but thats a long ways off obviously. For now, I want the game to be free and to be experienced by anyone who wants the chance to experience it. Donations are obviously appreciated, but certainly not mandatory, especially for something thats experimenting with a staggered release (Each episode will be completely stand alone, though you will start with any new skills and gear found in the previous episode) the way this project is.
With all of the mapping and dungeon programming done for 3 of the last 4 episodes they should hopefully come out no more than 2 - 3 months apart from each other, at least thats the goal. This will largely depend on how busy things get with freelance work and my short film projects.
Now, for Episode 1′s release now that its done, all I have left to do is to put together a trailer. This is something I want to approach the same way I would one of my short films, wanting it to be something thats very polished, those of you who follow my work know exactly what I mean. I also want to have my Patreon up and running before release. I am to have all of this done by late February (weather permitting, its Summer in Australia and working at the computer in sweltering heat isnt good for me or my hardware) so keep posted to this space! Once again, sorry for the delays and the silence, but things are back on track! I look forward to letting everyone who has supported me as soon as its released! Your support means the world to me! <3
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shootycatfishgame · 5 years
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What a great batch of games! Go check em all out!
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Happy New Year from RPGMGames! Let’s take a moment to reflect on 2018 and look back at all of the incredible projects and developers that were featured last year.
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January’s Featured Game: HELLO CHARLOTTE
GENRE: Surreal, Horror, Dark Comedy WARNINGS: Gore, Body Horror, Graphic Content SUMMARY: Meet Charlotte - a puppet you will control. Meet her alien friends, maggot cat and a certain Observer. Dive deep into horrors of junk food, TV world, religion and romance novels for middle-age women. Keep your puppet safe at all times. Or don’t. Have fun dying! Check it out here: EP1 | EP2 | EP3 | DELIRIUM
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February’s Featured Game: LONE STAR
GENRE: Western, Action, Adventure SUMMARY: Lone Star takes place in the far-flung, sunbaked desert country of Diamondback, where sheriffs struggle to maintain civil order and protect the public from the deserts’ many vicious outlaws. The demand for someone to enforce the law led to independently operated training programs for citizens who want to help keep the peace. Elmer is a student of one such program held in the little mining locale of Bulk Rock City, who ventures into the chaotic wasteland alone in an effort to do his part as a sheriff-in-training. Check out the developer’s blog here!
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March’s Featured Game: CERESS AND OREA
GENRE: Puzzle, Adventure SUMMARY: Ceress is sentenced to death, because she’s in love with the ‘wrong’ person. But stubborn as she is, she calls out to an old deity, demanding a chance to change this unrighteousness. Can Ceress overcome death to be reunited with the woman she loves, Orea? Play the game here!
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April’s Featured Game: FOLKLORIA
GENRE: Adventure, RPG SUMMARY: Folkloria is a lighthearthed turn-based RPG set on a floating island inhabited by mythological creatures. You play as Weaver, a young and unassuming griffin determined to rescue his family from the clutches of Dr. Zeralidius, a shady businessperson from the world below the clouds who plans to modernize the peaceful island. Check out the developer’s blog here!
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May’s Featured Game: MARE
GENRE: Horror, Adventure, Fantasy, RPG WARNINGS: Listed here SUMMARY: The game follows Naomi, who awakens to find that they cannot remember their name, memories, and where they are. All they know is they can hear a lone voice calling to them, “Naomi, come find me.” Play the demo here!
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June’s Featured Game: QUEEN MARY’S SCRIPT RETOLD
GENRE: Adventure SUMMARY: Queen Mary’s Script is a tale of a young girl who finds a happy escape in her own dreams. She lives in a shell closed off from the world and only in her own room can she express her feelings. That is, until she happens upon the doll Clause and all at once, the magic she yearned for in her life is thrust upon her. However, she soon finds that magic isn’t always what it looks like in books and dolls are just as selfish as humans. Play the demo here!
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July’s Featured Game: BLACK CRYSTALS
GENRE: Fantasy, RPG WARNINGS: Alcohol Reference, Drug Reference, Use of Alcohol, Use of Drugs, Use of Tobacco, Mild Blood, Fantasy Violence, Sexual Themes SUMMARY: Starsio, a street performer, finds himself in the stickiest of situations. Starsio was kidnapped off the streets of his home town and brought to the brothel Paprika where he is forced to become a performer. One rainy night, Starsio gathers his courage and wits and plans an escape. He convinces Arthur, an apprehensive and fidgety new found friend, to accompany him. Starsio sets his escape plan in motion with one last song… Check out the developer’s blog here!
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August’s Featured Game: SHROOM SOUP
GENRE: Adventure, RPG, Psychological Horror WARNINGS: Listed here (may contain spoilers) SUMMARY: You play as Arnika, a gloomy teenage girl. Perpetually tired, you live off excessive sleep, lime juice, and instant soup. You look into the vortex forming in your cup of said soup, this time mushroom flavour. Next thing you know, you are in an entirely different world where everything, from buildings to people, is being devoured by fungi. It seems like you have no choice but to walk on… Your journey involves exploration, puzzle-solving and battles. Play the demo here!
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September’s Featured Game: GHOST HOSPITAL
GENRE: Adventure, RPG WARNINGS: Anxiety, Body horror, Implied child harm SUMMARY: Ghost Hospital is a game about anxiety, depression, despair, mental rock bottoms, and, of course, ghosts. You play as Robin, a twelve-year-old girl who has an anxiety disorder and is very much alive in this hospital meant for beings that are not alive. Frankly, her anxiety was already bad enough before she landed in a hospital full of dead people, the still-shambling shells of ancient ghosts who try to take her down for a sweet taste of life, and the hospital directors hellbent on keeping her contained, and more importantly, away from the reason she’s REALLY there. Thankfully, you have your new friends Jay and Sarcastic Ghost- Jay is a ghost about your age, and still a very new arrival to the hospital, and Sarcastic Ghost…well, he’s an amorphous blob of a ghost, who talks a lot despite not having a mouth. Play the demo here!
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October’s Featured Game: OVERCAST
GENRE: Horror, Supernatural, Action, RPG WARNINGS: Graphic Violence, Body Horror, Drugs and Alcohol, Obscured Nudity, Mild Gore, Suicide Reference, Religous References SUMMARY: Overcast is an Action RPG with two separate protagonists. Violet; the modest yet strict Spirit of the Sun, and Nico; the relaxed yet distant Spirit of Rain. In a world where humans and spirits live alongside each other, Nico is a lonely spirit that resides on Aarat, an obscure city on an island in the middle of the sea shrouded by dark clouds. For some mysterious reason it rains at all times. After a catastrophe forced Nico into hiding; Violet emerges from her home in the heavens; Paradiso, to take the island by storm and bring an end to the rain. Check out the developer’s blog here!
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November’s Featured Game: SHOOTY AND THE CATFISH
GENRE: Adventure, RPG WARNINGS: Course Language, Gore SUMMARY: Shooty and the Zaat are a dynamic duo solving monstrous mysteries! Play the demo here!
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December’s Featured Game: SOMA SPIRITS
GENRE: RPG SUMMARY: Soma Spirits is a choice-driven Role-Playing Game in which players will face heavy dilemmas with a colorful cast of characters. Unlike many games of choice, the decisions you will make in the world of Soma are not so black and white, and characters will undergo different changes depending on how you wish to proceed. The world of Soma is a land divided into two similar, but distinct versions of one another. At certain locations, you will be able to travel back and forth between the World of Joy and the World of Sorrow and find different inhabitants, monsters, and clues on how to proceed. How you decide to help the people you meet along your journey will determine which of the game’s five outcomes Heart and Soul will find themselves in. Play the game here! Check out the extended version here! We look forward to many more exciting interviews and new projects in the year to come!
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shootycatfishgame · 5 years
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Macafake has generously translated my microgame Hazmat released earlier this year into Spanish! If thats your jam then go check it out!
Thank you again Macafake, truly feeling honored!
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Hazmat es un juego creado por Visitors From Dreams en RPG Maker MV.
Hazmat es la última en ser contagiada por una extraña enfermedad. Sin saber cuánto le queda, sale a buscar los 8 ingredientes que cree le otorgará la cura mientras ayuda a concretar la última voluntad de los moribundos.
Descarga el juego original Descarga versión al español Mediafire - Mega
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shootycatfishgame · 5 years
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Hello everyone!
I know it has been a while since I have posted an update, this was largely due to freelance work being my number, but here I am sharing progress for Shooty and the Catfish. Before I get into the progress update however, I want to thank everyone who has followed me since the interview I did for @rpgmgames​ went live. I cant believe how many people liked the look of my game enough to follow me! 
So, onto progress!
Well first of all, for those who missed it in the interview, Shooty and the Catfish will now be released accross 5 episodes as opposed to all being within one self contained game. This is largely due to some format changes as the games linear progression and narrative werent working together as well as I would have liked. My solution to this was to break the game up into a series of standalone experiences. This change has allowed me to make some changes that I think are beneficial to the game as an overall product.
These changes are made up of these additions.
- A town has been added to each episode, allowing for a large increase in NPC interaction and exploration.
- Zaat (Catfish) is now a party member.
- A tighter and focused narrative. There are however some elements that no longer make sense in this new episodic format, such as experience points and levelling. I am hoping to implement a system that puts a heavier emphasis on adventure game elements and gear for combat.
NOW, for the important stuff, Episode 1, when is it coming and whats been added? Well, this is all good news.
I am aiming to have the first episode released in January, and its made up of areas not found in the demo (infact none of the content from the demo will show up until the final episode) so this will feel fresh to anyone who took the time to play through the original release. In episode 1 you will be visiting a town known as Grit (as seen above) where you will be interacting with a large number of NPCs (also seen above). This town is connected to the Mushroom Mines that were posted many months ago. At this point all that is left for episode 1 is to have the NPC interactions added in, the combat rebalanced to accomodate having Zaat in your party (and her combat animations need to be created) and finally the narrative elements need to be added in.
Thats it for this update, but I do have another new feature/area I will be talking about in a future blog post as well as the narrative changes that have been made since the demo’s release.
Thank you as always for support thing Shooty and the Catfish project!
- Daniel
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shootycatfishgame · 5 years
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Guess who got a little interview action this month! B)
Whoever it was that put me forward, first of all thank you, and second of all, what's wrong with you? Ha ha.
Love you all <3
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November’s Featured Game: Shooty and the Catfish
DEVELOPER(S): Daniel ENGINE: RPGMaker MV GENRE: Adventure, RPG WARNINGS: Course Language, Gore SUMMARY: Shooty and the Zaat are a dynamic duo solving monstrous mysteries!
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Keep reading
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shootycatfishgame · 6 years
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I cant believe it has been a month since my last update. I have been getting a lot of followers over the last 4 weeks and I just want everyone to know that everything is still going well! I have just been very busy with freelance work.
Most of my work over the last 4 weeks has been back end, tweaking a couple of mechanics (namely the way ammo distribution works) and as you can see above, creating alternate costumes for Shooty.
These costumes (and more to come) can be found as tokens in the environment which can then be taken to Gerkinman in the Nexus bathrooms in exchange for the costumes. They have no impact on gameplay (and wont change Shootys character portrait) but will offer players a degree of customisation to their experience. I hope this is an element people enjoy and that will encourage players to explore, you never know what you will find! I am hoping to add more so if your working on a big RPGM project or have recently finished one and dont mind the idea of your character being featured shoot me a DM!
Another big change is that one of the zones from Area 1 has now been dropped. With playtesting the area really felt like padding as it didnt add much outside of length to the game, so I have put it aside to use in another project down the road. This does have some rather huge implications however as it means that the game is now over half way through development!
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And thats it for this update, thank you for your patience. I am about half way through my current freelance gig (with the possibility of getting funding for a short film at the end of the month as well which would once again eat into development time should my film be selected), so hopefully I will be able to start tackling this game head on again in a months time. 
Thank you again!
- Daniel 
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shootycatfishgame · 6 years
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Hello everyone and sorry for the long break between posts, unfortunately that might be a little more common for the next couple of months as I have quite a lot of freelance going on at the moment.
That doesnt mean I haven’t been busy, infact outside of the narrative (a new notch on the progress image down below) the third dungeon (Tall Tall Tower) is now complete which is pretty exciting. Its one of the larger dungeons in the game, though not overly complex, especially compared to the second dungeon in the game. Its full of sad ghosts... sad business ghosts...
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Next up is Sausage Shrine, the shortest and most direct of the games areas. Just because its short doesnt mean I wont be trying to cram as much content as possible into it however.
I also recieved the last of the tracks from my composer this morning which was awesome. I do have 5 other tracks in the game (for 5 optional bosses) which are being composed by someone else and will tie more into the games Gameboy visuals, but I will talk more about that once I have more details and everything is official with the artist.
Going forward I will be sharing less screens so as to avoid giving less away, but I will try to be more selective about what I end up sharing, keep things interesting.
Until next time when I get to post about sausages and other cured meats, be good to each other and have a good one!
- Daniel
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