I'm still working on the tiny little sprinkles of visual feedback on Spacejacked and will be posting some screenshots soon. The game has seen a massive UI overhaul, courtesy of the jon - it shouldn't be long before we conduct a playtest to see how the changes work out.
On a completely separate note, I've been working on some random doodle last night.
This is an attempt at changing my on-again-off-again "Mage" project to use a more minimalist presentation (the previous was a little too cartoony for my liking). Not sure how the project will ultimately turn out, but it's fun to work on something different once in a while.
Jon and I worked on this game some time last year. After a long period of deliberation (because we don't think the game is good enough) we decided to release it anyway. Play it at gamejolt or at newgrounds!
Been a little busy during the weekend working on something for a client, so I wasn't able to work on Spacejacked (even though there's still so much to fix!!!). That means I have nothing related to my projects that can be posted here.
So how about a doggy? It's not quite done yet... but still.
I have, for all intent and purposes, been holding off showing Spacejacked to James, a friend and mentor-figure (from my point of view at least), because we want the game to be more ready before getting the feedback of an industry veteran.
Actually, that's not entirely true. I was probably just afraid that he would not like it and whatever is left of my confidence will go up in smoke. But eventually I decided to follow the advice from an Extra Credit episode (http://www.youtube.com/watch?v=7wX6W3k2wLQ&t=5m17s), and seek James' opinions yesterday.
He did tear it to shreds =D, but I'm grateful for that. I think I see now the more pressing issues we have to work on, instead of getting hang up over unimplemented features we could do without. I also had a good discussion with jon later that evening on the steps we ought to take to finish the game.
Here's hoping everything goes well for Spacejacked!