Teatime Samurai Remaster: Final Days

We’re in the final final stretch here! Six days remain! Final music is in, sound effects are in, art is all (alright, nearly all) final. Game is tested to as much satisfaction as I can test it to not in the wild. Steam has approved the build which means we’re good to pull the trigger when the time comes.

The game launch date coincides with when the computer camp I used to work for is running, so I’m planning on going down there and running some kind of event. Probably a night-of-launch tournament with TTS related prizes. Maybe some stickers, a poster, something like that. Definitely game keys for winners and runners up.

We’ve accomplished some cool stuff! There’s a handful of new enemies in there, a lot of improvements to old enemies, a new game mode, polished bosses, improved lighting and effects, and, most importantly of all, of course: grass. Honestly, nothing has done as much to make Teatime Samurai feel like a real game as adding dynamic grass. Also, music, which my brother earnestly said, “hey, the music is good.” There could be no higher praise. Maybe I’ll release the soundtrack or something. Send £2 in the mail and I’ll send you a CD*.

Takeaways

Pre-post-mortem takeaways:

  • Game development is fun and easy
  • Game development is hard and boring
  • I really enjoy solving technical challenges
  • Art is hard
  • I’ve gotten a lot better at art since TTS Classic came out
  • I’ve gotten wooooorlds better at making music than when TTS Classic came out
  • YoYo Compiler is very buggy
  • Complaining about software that’s been deprecated for six years is silly
  • Using software that’s been deprecated for six years is silly
  • Sound makes a HUGE difference in conveying what something is doing/what its effect is

Next At Bat

Next up, finding a job in the industry, likely. I don’t see making it big with Teatime Samurai, so, for now, hopefully a handful of people will have fun with it and the wonderful companies considering hiring me (hello benevolent companies of the future!) will think it’s cool and totally hire me.

Though finding that next job is going to be super easy and fast and fun, I will likely have a little time between launch and when I get that job, and so, like everyone and their grandma, I’m thinking I’m going to make a little Roguelite just for fun. Probably a mobile game, probably in Unity because I need to get better at Unity, because no one is hiring for Godot or Game Maker. I also replayed some of Warp Gate Functional recently, and that was very fun, so I might continue working on that. We will see.

See You Soon

See you at launch! Just around the corner!

*This is not a real offer. Yet.

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