Happy Holidays!

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It’s that time of year where family events and other distractions abound, but work continues in the One Man Left basement laboratory!

First, on the topic of Hex Gambit: Respawned, I’m sad to report that our release window has been pushed to next year. Adding cross-platform multiplayer on top of all these ports is no simple thing, but the game is in capable hands and I know it’ll be worth the wait! Sign up for the mailer or check back here for the latest.

While my publishing partner hammers away at HGR, I’ve been cooking up a single player successor for our old roguelike deckbuilder, Space Food Truck. This month I squeezed in one last goofy feature: Vegetarian Mode!

The new Food Trucker has illustrations of the meals you make, and the recipes themselves have been designed to make sense (it’s not a random selection of ingredients like SFT). So if you don’t find dishes like Meatcakes™ very appetizing, you can tick this on for alternate menus that remove all the Meat cards from the game. It was a weird idea I had while watching Avatar, so you can thank Aang for this one.

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Feature Complete

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In Hex Gambit: Respawned news, we’ve resumed submitting the game for its next platform certification after resolving some networking issues. You’ll find the release date posted right here once it’s ready!

As for the Food Truck Returns project, this month I’ve got the game feature complete with full controller support! It’s all polish and artwork from here, with maybe some extra scenarios to add down the road.

The wait for a new OML game has been a long one, so it feels good having a second project lined up. I think these games are the best work of my career, and I can’t wait for you guys to play them!

Categories: Food Truck Returns
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Spicing Things Up

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No Hex Gambit: Respawned news just yet. Still working through those bugs and prepping for another console certification. I’m disappointed that we didn’t hit the summer release date I hinted at, but it takes what it takes!

Work continues on the new Food Trucker project in the meantime. My list of art and sound needs is long, but the features I have planned for launch are looking like they’ll all be sorted out before the end of the year.

My last fun one is the difficulty system I’m working on now. Space Food Truck had a flat difficulty select based on hot sauces: mild, hot, etc. The new game will have a customizable menu with lots of options like truck HP, crisis intensity, shop price hikes. Each aspect you make harder cranks up the spiciness, and the spicier you get, the bigger the score bonus you’ll receive for beating the scenario!

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What? Prototype is Evolving!

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Hex Gambit: Respawned update: Some unfortunate networking bugs cropped up this month, so we have to get those sorted out before submitting the game to our last launch platform. Creeping ever toward the finish line!

Alex (my old partner) playtested the new Food Truck game this month! That was momentous because he was the lead designer on Space Food Truck, so I was eager to get his thoughts on the new direction. Very constructive, and fun to watch him encounter all the new mechanics for the first time.

I added the proper menu flow this month, from the startup logos to the “Press whatever to start” screen. It’s weird how much more real that makes the thing feel. Like it’s no longer a prototype, but a real game that needs a lot of art.

I also added the ability to rename your food trucking business and choose its logo, so fantasy food truck logo design has become sort of a side gig.

Categories: Food Truck Returns
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User Friendly

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Feeling like there will be some movement on the Hex Gambit: Respawned front soon. I say that a lot, so take it for what it’s worth. Last year’s July post was when my side of HGR’s development wrapped, so happy anniversary! Porting to every platform and adding crossplay multiplayer takes time, but the publisher is doing a great job from everything I’ve seen, and it will be very cool when it’s ready.

It’s been a long limbo, but the new Food Truck game is keeping me occupied! Hard to believe it’s a year into development now.

Early in the month I ran some in-person playtests, took note of the times I had to verbally nudge players in the right direction, and am in the process of converting those into in-game nudges. Space Food Truck is a neat game design, but I want this Trucker to be more self-explanatory and approachable. A lot of awesome art is also starting to materialize, which I’ll show off sometime after HGR launches.

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Food Truck 0.1

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The Food Truck project has a tutorial implemented now with some fun dialogue and an in-game help menu, so last month’s mission of getting the game ready to teach new players is accomplished. I even recorded myself doing some voices for a couple of characters, which is a goofy first.

Next up for Food Truck is to get some 0.1 testing feedback, see how well those tutorials are working out and what people think of the current levels.

Categories: Food Truck Returns
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Standby

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Hex Gambit: Respawned‘s console certification continues. Nothing but steady progress to report at the moment. Release date/trailer will be posted here and on twitter @onemanleft. Getting a summer release window vibe, if that helps you hang on!

Still filling my pre-launch time getting a head start on the new Food Truck game, which is getting into solid playtesting shape. I broke a lot of stuff a while back, but was able to play through all five of the game’s map scenarios this month.

I’ve got the highscore goals for 1-3 stars honed to a sweet spot challenge-wise, and am working on getting dialogue and a help menu in. Next month, the game should be able to teach testers how to play without me being there.

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Spinning Plates

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Hex Gambit: Respawned is in the process of being certified by PlayStation, X Box, and Nintendo right now. I think I’m supposed to be staying all mysterious about it until the big announcement. Did I make a game?! Or was it all a dream?!

The new Food Truck project gives me something controllable to focus on while we wait. I recently started plugging some shippable art and animations in, so I can envision how cool the finished product will be. It’s great motivation.

I’m focused right now on making cooking more satisfying than it was in Space Food Truck. No more randomized recipes that don’t really make sense. I’ve got lots of real recipes, and they’re all illustrated so you can see what the meal you just cooked actually looks like.

Normally I’d announce a title and start posting art and videos for the Food Truck game. But HGR hasn’t launched yet, so it’s not time for that. Things are kind of wishy washy at the moment. But at the end of this weird stretch, I’ll have a game out this year and be positioned to follow it up with something equally cool next year.

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The Shortest Month

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A little family vacation time made my February even shorter than usual, but I’ve just about got all of the Food Truck prototype’s card animation sorted out. Adding animation broke basically everything, but it’s almost stable enough to play again, and it’s much prettier.

I also did a bunch of playtesting for the release candidate for Hex Gambit: Respawned! Found a pretty amazing bug, too. Crowned, golden minions are like the boss fights in HGR’s campaign, and Lolli’s ult is to steal enemy minions. He could totally trade a Runner for a boss character. We fixed it.

I get genuinely nervous when I know it’s been worked on for months by the publishing team and I crack it open for the first time in a while. But HGR is working great! And it has online multiplayer now! And I’m talking to marketing people about launching later this year.

This iteration of Hex Gambit started production in 2020. The original started in 2017. It’s about freakin’ time guys. This is the year.

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DETERMINATION

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First on the Hex Gambit: Respawned front – no news from the publisher this month. Submission to the stores is the next big milestone, and that is supposed to happen very soon. So I will continue pretending like that game is old news and totally finished, so I can focus on this new project and not go crazy.

When I do hear something, I’ll post here and send an update to the Kickstarter backers. A moment of silence for those backers who have died of old age and will not see the mountaintop.

… … …

Now to the alternate reality of Food Truck Returns (working title)! I spent this month getting all of the cart art in, and animating transitions for cards drawing/discarding/charging. Card animation is tedious work, so I took a break from that last week to design and model the truck in glorious 3D.

Some stumbling this month as I transitioned the project to Unreal Engine 5 and explored what a Lumen and a Nanite is. The new light and reflection system is FANTASTIC, and “forget your triangle count” is pretty cool, but it seems like these are not toys for Switch or Steam Deck (and I want porting to not be a headache if it happens). So unfortunately I think I’ll be doing things the old way for now. Excited for the day I can stop baking lighting.

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