Cosmic Ray

So Ricardo and I took a week off from Undermine to work on a small prototype. Something we could knock out fairly quickly, but with the potential to be expanded in the future. The result is “Cosmic Ray“, a web-based game about exploring space in search of hospitable planets for colonization.

This is an early prototype, and of course lacks the depth and openness that we would want to achieve with a full version, but the basic mechanics and game loop are there.

Our goal is to knock out these smaller projects every few months while working on our primary one, for a few reasons:

  • try things out and see what “sticks”, without having to commit to months/years of dev–the ones that stick will likely be expanded in the future
  • garner some interest in our games, and start building a community for our current “big” project (Undermine)
  • fun, instant gratification, and the corresponding dopamine release that comes with it!

We hope you enjoy! Feel free to leave a comments, suggestions, hate mail, etc. here or on the itch.io page.

Announcing: Undermine

Having recently wrapped up Operation Hardcore, it’s time to tackle my next challenge:

Undermine is a procedurally generated survival horror game with roguelike elements. Think Spelunky meets Outlast, in virtual reality.

Concept art by Katerina Ventova

The concept is pretty simple: you play as a female protagonist who finds herself trapped in a seemingly deserted mine. As you search for a way out, you encounter clues that something has gone horribly wrong. Eventually, you come face to face with it.

Early prototype screenshot

In late 2016 I signed a publishing deal with Greenlight Games in the UK, and they were kind of enough to loan me an Oculus Rift as part of the deal.

Concept art by Ricardo Chirino

 

We’re hoping to have an early access version on the Oculus Rift store for March, and a full release within a few months of that.

As with Operation Hardcore, I’ll be keeping a devlog on TIGforums.

 

Last but not least, here’s a sneak peek at some of the original music and sound design I’ve been working on for the game:

Watch this space for more details as things progress!

Operation Hardcore transitions to full release

For the past 2+ years I’ve locked myself in the studio pretty much every weeknight/end, making pixels move, making crazy electronic sounds. Now, I know what you’re thinking. “How is this different than any other 2 year stretch of your life?” Well, I suppose it’s not THAT different, except this time I actually have something to show for it: my first independent game is now in full release on Steam! Full release as in “it’s
finished”!

As with pretty much every project ever, it’s taken way longer than I expected, and is nowhere near as grandiose as I had initially schemed, but, it’s done! Another notch on my belt as an independent musician and game developer.

With any luck (and probably a lot of hard work), this is just the start of the next chapter of my life and career. I’ve already lined up a publishing deal for my next game, and have been chatting with some insanely talented folks about partnering on some things in the future.

Thanks to all those who supported me through this project, helped spread the word, or were just there for me when I needed to let off some steam.

Tomorrow night, I celebrate by playing some drum & bass at The CoHo! 😉

OKA at The Carleton July 31st

I’m stoked to announce that I’ll be opening for Aussie band OKA at The Carleton in Halifax on July 31st! This show has become something of an annual tradition for them, and I’m really excited to be on board for this one!

I’ll be kicking off the night with a live set of original deep/downtempo bassy stuff, and will have keyboardist James Spray (UFO) and guitarist Phyl La Ferrierer (Landing Sound) on board for a few songs.

(Facebook event page | tickets)

Operation Hardcore news

So, a lot has happened since I first announced the game a few months back.

Firstly, I’ve partnered with a old internet acquaintance, Ricardo Chirino, to assist with art. He’s also stepped up on the marketing and promotion front in a big way.

Frooty Booty, c. 2003

Little known fact: he and I worked together on a submission for a 72 hour game dev competition over a decade ago. In fact, the game did fairly well (2nd overall, 1st in sound, as I recall).

Secondly, our Indiegogo campaign came and went. Though we were able to raise a few hundred dollars, it  was nowhere near enough to support the cost of developing for Wii U. This led to a decision to instead focus on PC release first.

Ricardo and I then spent the next couple months polishing up a demo, which was released a few weeks ago. In parallel we worked on promoting the game on Steam Greenlight, including putting together this gameplay video:

Well, it looks like everything is coming together! The game was Greenlit on Steam yesterday and we’ve had quite a few downloads of the demo, as well as some feedback/reviews rolling in (make no mistake, the game is hard!)

What’s next for us? Well, another few months of development, for sure. While we already have a full alpha build of the game there’s still a long list of bugs, additional features, and a whole lot of polish that needs to be added.

To those who have supported us over the past few months: I just wanted to say thanks! We’re in it for the long haul, and we promise you it’ll be worth the wait 🙂

Operation Hardcore: a game by Adam McLellan

Most of you know that music is a big part of my life, and last year was a big year for me: I released 2 EPs, an album and several remixes; 17 or 18 tracks in total, I think!

What you might not know about, however, is my other passion: video games. (well, there have probably been some indications that I play a lot of video games, but I also have an interest and history in video game design and development.)

For 2015 I’ve resolved to really push this envelope, much like I pushed the music envelope in 2014.

On that note, I’d like to officially announce my first independent game title: Operation Hardcore. (well, the original name was “Badass: Operation Hardcore”, but sadly the folks over at Nintendo are likely to veto this so I thought it best to preemptively change the name)

Operation Hardcore is a 2D action game with the heart and soul of a retro game, but the mind and body of a current-gen game, including modern sound design and music (by me), analog controls, HD output, etc. I’m targeting a Wii U release later this year and, depending on how that goes, may be exploring additional platforms in 2016.

While the project is entirely self-funded, I am hoping for some help from friends and family. I’m running an Indiegogo (crowd-funding) campaign for the next month and a half. Anything you can contribute is greatly appreciated, and I’m offering several perks in exchange. Here’s a link to the campaign.

Feel free to reach out with any questions, words of encouragement, words of discouragement (you’re crazy/what the hell are you doing!), or whatever else you can think of 🙂 If you’re a fan of this genre and want to help in other ways, I will be looking for play-testers throughout the course of development (you don’t need a Wii U for this, just a PC and an Xbox 360 controller)

Thanks for your support,
Adam