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Castle last won the day on May 21 2018

Castle had the most liked content!


About Castle

  • Rank
  • Birthday 11/24/1978

Profile Information

  • Real Name
    Russell Meakim
  • Employer
    Indie Developer
  • Job
    Game Designer

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3,372 profile views
  1. Latest progress on this and future prospects. I have been doing daily Vlogs lately as I ramp up on this project. Vlog 14 : If you like what you see support me! This is just the beginning! I show off the level editor as I begin putting together a new level and just talk about things in general. I talk about a sale very soon that is going to hopefully get peoples attention very soon. The sale is very important to make it so I can continue working on this project. The level editor, changes improvements to Revulsion 1 and being able to work on Revulsion 2.
  2. Progress has been very good so far, I will be using this to build playable maps very soon. Is anyone here interested in joining in on some multiplayer level design sessions sometime in the near future?
  3. The level editor has already come a pretty long way and I am now getting ready to bring gameplay functionality to it. This level editor can easily be hooked up to any Unreal 4 game as well which is interesting. It would be kind of funny to build Unreal Tournament 4 levels in this thing for example. So I have stopped using my Youtube account pretty much forever. I am only posting video content on my DTube from now on. I pay money every month for the file hosting (IPFS) and its just a much better platform imho. https://d.tube/#!/v/thecastle/QmRXkTfRUAfpqvuiaXtmMeTW4RbBZsgejQKztX5zxcMZqp The video shows me using the editor for a bit as I talk about the direction that the functionality will continue to develop. I plan to make the editor also include social aspects as well as project management to some degree as well. Game development as the game to develop the game as part of the game.
  4. This is it! The first test of the multiplayer Revulsion level editor. Yes this means that I will soon be live streaming my level design in a multiplayer environment! I will be streaming more dev work on this editor tonight so drop in to see progress! https://dlive.tv/TheCastle --- If you like what you see Support me! Follow me on DLive! (I live stream nearly every night!) DLive : https://dlive.tv/TheCastle Buying a copy of Revulsion helps too! Revulsion : https://store.steampowered.com/app/719180/Revulsion/ Discord : https://discord.gg/Auq3yrA Twitter : https://twitter.com/zZCastleZz Busy : https://busy.org/@thecastle DTube : https://d.tube/#!/c/thecastle Discussions : https://discussions.app/u/thecastlexxx
  5. Well, I am now talking about the sequel for my first game. Warning, my voice is louder than its supposed to be in this video. Ill have to fix that in the future. https://steamcommunity.com/app/719180/discussions/0/1640913421068596648/ Revulsion 2 breakdown, looking for feedback. --- These things below are things I am still not sure about. --- - New Name?? (The name was a big issue with Revulsion.) (Psycho-Slaughter??) OR - Just go with Revulsion 2 - Inventory system roughly intact from Revulsion. (Find items and weapons in the field, weight limitation, Equip new items on the fly.)?? OR - All new loot system where loot is obtained as tokens and once you bring them back to the hub you can appraise the token to see what the item is.?? - Carry only 3 weapons but each weapon has 2 fire modes.?? OR - Weapon slots mostly intact from Revulsion.?? Carry 7 plus weapons each with 1 fire mode + Melee weapon --- The below stuff are things I am more set on doing. --- - Aim to give the game a unique identity Character class : Transhuman Cat Girl Futa Death Machine (Its weird and its catchy) Very dark very edgy and as off the wall as possible. - Ammo works more like stamina. (After running out, the gun goes on cooldown for X seconds to fully recharge) - No more voxels, (Art style HEAVILY influenced by Project Warlock / Quake 1) - Multiplayer Coop designed from the start. - All levels built in Doom Builder to capture a more doomish feel. - Open world. (No Missions, just a series of interconnected levels) - Half Life 1 style level loading between areas (Seamless, in SP, More like Borderlands in Coop.) - Monsters do not respawn. Once dead they stay dead for a duration. - Music that plays more often. - Hub with storage, fabricator, vending machine and fast travel. (Unchanged from Revulsion 1) - Fast travel nodes nolonger behave like Dark Souls bonfires. (Respawning mobs, replenish ammo) - Doom 2 movement + Crouching and Jumping. (Faster with more open space for combat.) - Melee weapon category. (No off hand melee) - Standard Difficulty settings similar to most first person shooters. (easy medium Insane) - Death penalty is a small loss of XP / Credits and everything rewinds to 5 seconds before your death. - Zero story, just game play. (Literally accidentally kill the writer for the story in first room) - Enemy factions, Undead, Mutants, Hell Demons, AIRobots, TransHumans. - Monsters level up with you and coop normalizes things so high and low level players can play together. - No level cap. - More visual approach to UI, (more art in general, Less text) - Various improvements to stat system. All gear and weapons are random gen (Outside of named gear and weapons) Crafting now works more like Diablo 3 where you get a random item of a specific type. All gear and weapons can offer any kind of stat. (For example : In Revulsion Weapons could not increase attack power) All gear and weapons have "gem" slots for upgrading. Base stats for the character are better intertwined with gear and weapon stats. Armor is now the percentage of your health that is protected. (One pool instead of 2) - Attribute system. (Gain points on level up to spend on stats / unlock boosters / unlock specials / Passives) - Boosters and special actions are now tied into the attribute system.
  6. HAHA sorry I kinda needed a good rant. Things have been tough lately.
  7. I think city management is a different beast because you are not dealing with creative people. Its so much harder once you get into things to keep design decisions rolling and everyone on board. You need a Miyamoto or Kojima. Someone who has total creative control and uses it. Those kinds of people are rare. But they cut through a ton of bullshit.
  8. I have been going through a phase where I have had a stronger desire to work in the indie space vs working for larger companies. Breaking into the industry has become a different beast. It's rather about breaking into solvency, if you can make enough money to survive its equivalent to getting a job. When you do get a gig where you work for someone in the indie space its a very different as well. You are encouraged to talk about your development. Live stream and use social media regularly. After working in the industry for almost 20 years I have found myself wanting this style of environment a lot more. Maybe just because its different. I have also made the observation that too many people are over valuing getting that super awesome gig working for X big company... My experience with every larger company has always been both internally and externally. Have super long meeting about X new project and make no real decisions (Super exciting!) (busy work) for (a) (Weeks-Months-Years) as people finally decide some basic rudimentary things. Everything that was already done has to be scrapped because of new choices. Have super long meeting and make no real decisions. - Everyone spews the "We really need to focus on making the game fun!" platitudes and usually derails into some conversation about World of Warcraft or anything but the actual topic. (busy work) for (a) (Weeks-Months-Years) as people finally decide some basic rudimentary things. Is deadline looming within the next 12 months? If yes continue - If no begin line 2 and repeat until looming deadline. realize we need to get the game done in 9 months. - (14 years into Duke Forever this finally happened.) Have super long meeting and make no real decisions Management still has no real idea what is going on so everyone in the company makes their own choices based on confirmation bias and astrological constellations, whatever feels right. People begin to argue over various decisions because none of it lines up. (We really need to have a meeting to lock down the design because we only have 6 months left! email may occur here.) Have super long meeting and make no real decisions. - I have literally seen grown men REFUSE to actually commit to a single shred of actual design choice at this stage. Its like Peter Pan syndrome. The reason this happens is because nobody wants to stick their necks out. You have maybe 5 "leads" and they are all def willing to do cocktail parties but all of them have different ideas on what the game is supposed to be and all of them fear each other so nobody is willing to over speak the others. Things continue until some kind of breaking point. Usually employees begin bickering with each other on some internal chat forum or email. (Almost literal firing squad of indignation towards management may occur here) --- This is the turning point I have found for projects, if this part fails the project can die, usually with layoffs or people leaving. If the project doesn't die then you push back deadline for the release of the game and start back at the top. Finally lock down some design choices! (We only have 3 months left but I finally got a chance to actually play the game! email may occur here.) (Usually the E3 Demo or some vertical slice that was hamfisted together). After the demo goes live there is no bullshit "oh yeah! So this is what the game is supposed to be like!" moments for more than half the company. No bullshit this is really a thing! It extremely common for people to have worked on a game for multiple years and never even played it until the final weeks/months. They have no idea what the game even is half the time. The rest of the world now knows about as much as the fucking devs! (It looks like we may have to crunch to get the game done at this point email may occur here.) (That company wide email about how badass we all are and that this is the home stretch and its time to really finally shine email may occur here. The "everyone is a rockstar" fallacy.) (Company wide email where some super awkward choice is made at the last moment like how high the player can jump or what content is being cut which causes a huge redesign of large chunks of the game may occur here. Same deadline but like 5 times as much work. Bonus points if the cut happens for paid DLC or micro transactions.) This is usually the point where you get those amazing emails where people totally lose their minds. "May the bridges I burn light my way" kind of shit. Its glorious to just see people completely jettison sanity. High amounts of stress often just causes people to pop. (This is the death march hell phase...) Game finally comes out... (Everyone in the company is worried about their jobs and what the new project will be. Nobody is excited unless its at the release party. Most people are kind of silent and worried. I find there is almost a feeling of relief mixed with a memorial service kind of vibe.) I have been through this process probably 10ish times with varying results. Its literally like maybe one day we should have learned by now how to alleviate the issues. But its very rare that anything ever actually can be done. But I mean this is usually exactly what happens every time. I am not kidding around! If you don't believe me then either you have a unicorn company or you will learn for yourself eventually. Whatever you do, try not to be that guy who burns bridges to light his way. I have also observed that if you try to change the above list you will become very discouraged very quickly and fall in line eventually. The above happens for many many reasons and its almost impossible to do anything about it. Its like staring into the abyss. If you end up trying to be a lead then you will invariably become that lead who misses the good old days when you were in the trenches, swig a bottle of gin and pat level designers on the back with a tear in your eye. Strip clubs and wads of money probably help a lot with this.. With indie dev its something else entirely but seems to share some similarities. The main difference is that from what I can tell is that the game stays in this unfinished phase for the entirety of the project where its like in limbo but not in limbo permanently. Everyone in the company tends to work like its just a mod community to some extent and leadership usually falls on one person who can be either passive or fucking nuts. Either way it kind of goes on forever. I am really certain that after awhile the patterns become just as predictable as the above but so far it has been less annoying because there is a human element to it. Mainly your humanity lol, because you are making like zero money and very few people even know who are ect... But I have found that recognition is not super horrible if you can get involved with more well known indie projects. At the moment my only true experience was with Subnautica. Overall I am kind of surprised this method works at all because its so organic. People come and go fairly often. Usually some mid 20s dude who's super good at promotion and has a wad of cash calling shots or something like that seems to be kind of common. To me that's where its really at honestly. Fuck man that is the true ideal and I kind of wish I had envisioned that much sooner in life. Definitely more interesting than being a robot on the assembly line that has not even played the game until the last couple of weeks of production. at the same time there is a kind of grass is greener yerning for the day you can be scooped up by Blizzard for a chance to work on that next big project .... That stays in preproduction for a decade. Then after you go through that a few times you can think about indie game development again and be too expensive for them to pay your rates. Staring The mid 20s dude with the money. His best friend/wife with a lot of influence over the project. Pajama pants. Pajama pants everywhere!!! Normal cloths are for outdoors people!! That Kickstarter campaign, indiegogo, crowdfund or all of the above! That one guy who barely speaks English but fucking kicks ass. Always at least one Australian guy! A person you never talked to but is literally ghosting the company while still on payroll. Its totally going to be done by December guys! Weekly meetings ... maybe maybe we will do it tomorrow. That one super talented artist who apparently is working for 10 dollars an hour and nobody brings it up. I merely exist on the dev team as QA! The discord server where players ask for impossible stuff! We will add multiplayer down the road! (HAHAHAHA!! This one is my favorite). The holy shit what is this new thing that was added to the game I had no clue this was even being worked on! Some random controversy because someone said or did something weird, usually on twitter. An impending feeling that everything can crash down at any moment! This is my life... But after seeing all of the layoffs in the game industry maybes its a good idea to long pajama pants company stock... Sorry about the long post but I kind of needed this for catharsis I think..
  9. Progress update - New Open world breakdown. In this video I do a breakdown of my progress and future plans as far as what kind of level design we will see in the next big content patch. I also talk a bit about progress on the cryptocurrency side of things as well. Sales for the game have slumped considerably but EOS blockchain support is looking to be positive at the moment which should be great if that goes well. If that happens then I will have a means to really get people to be aware of the game and future projects. Side Note : If you really enjoy the art of level design you might get a kick out of the design aspect I go into on the next update. A lot of level design stuff going on!
  10. Still a better love story than Voxels! I would love to have the artistic chops to get stuff to look like what Borderlands 3 has.
  11. It looks amazing!! One Question : Are they following more of a Destiny / Warframe / Anthem live service model? Or are they sticking to their guns and keeping this like Borderlands 2?
  12. The only reason I like this is that it will possibly be used as a means to push internet speeds a lot higher against the will of the ISP oligopoly. Otherwise the future is decentralized technologies which is something I am pushing for at the moment. I see a future for both technological paradigms at the same time. Also the latency is not as big of a deal as a lot of you are probably worried about. Even in the case of full out twitch shooter PVP its not as bad as you think. Back in the ye old days before we had dat der fancy client side prediction, we old folk played Quake 1 on dial up internet with 70-300 ping and still managed to have a good time doing it. Playing with ping takes a different kind of skill and after awhile you just get used to it. I know it sounds crazy but if everyone who is playing is subject to the same latency then learning to play with the lag becomes a kind of skillset in and of itself. That was back in the day when calling someone a LPB meant something. (Low Ping Bastard)
  13. A lot of stuff is going on right now but I will definitely keep this in mind!
  14. Cant wait to play this. Are you guys interested in hiring a level designer by chance?
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