Caution! Low gravity! 03/29/2012
Well, in response to having to push Ilxder back even further, I've decided to develop a minigame to help make the wait a little bit more bearable. This game is called Sci-Fi Mar-Bles (Pronounced "Sy-Fy Mar-Blayce"). It is going to be a crazy minigame, where the player can control their marble through a low-gravity environment. It's harder than it seems, as the player can only give side-to-side boosts, there's places where you have to rely on the bounce of the marble, there's going to be enemy marbles that force you to restart the mission, and for an added challenge - there's bonus points available by collecting the Energy Nexuses, but the player isn't forced to collect them. I've had two goals with this game - create something different than most games, and to fix the mistakes that were made in Ancient Palace, such as the frustrating hand-eye coordination requirement, lack of sound, and unoriginal graphics. This game will include its own original graphics, music, and hopefully players will find that it's a tad less frustrating than Ancient Palace was with its hand-eye coordination requirement. No, this game is not a futuristic copy of Ancient Palace - I assure you, it's a relatively different game. Though it's still kind of a puzzle game, it's not entirely a maze game, and your hand-eye coordination isn't extremely relative to winning this game. Timing still is key, however. It may be a low-gravity environment, but it still has gravity nonetheless, so you will need to rely on the marble's natural bounce qualities in some areas. I've set up a new section on the community forum for early discussion of the game. Note: any screenshots you see on our site of this game are just early phase photos, so anything could change. Add Comment An unfortunate, but necessary push-back 03/26/2012
Hello everyone, I've decided that in order to provide a better, non-rushed game, that we're going to have to work longer on Ilxder 1. I've been having a bit of trouble with some of the technical aspects of the game, plus, I've decided that I want to add WAY more detail to the game world than ever before. Here's a list of things I want to add to the game:
In other news... Spherical user Rhuan has offered to act as a "consulting" developer. He said he would be willing to help in certain programming aspects of Ilxder - hopefully this means I can speed up Ilxder's battle system's progress. Also, I may be getting the brilliant composers, Brett Smith and Jacob Schmeltzer to write music for Ilxder. :) As much as I like some of the tracks by Deceased Superior Technician (the music group who wrote the public domain tracks I was using in the game as placeholder tracks), I think that having a soundtrack written by them would be awesome. :) Social media and an update 03/06/2012
Hi everyone! It has been a while since I've updated the progress of Ilxder. First off, I'm happy to say that the updates I've been working on are turning out pretty well. The recent updates I've been working on are as follows:
In other news, we're now on Google+, if you haven't seen the news article. Also, we've been working on an Ilxder Facebook page, located here: http://www.facebook.com/pages/The-Ilxder-Series/155019711285064 Well, that's all for now. :) Fight SOPA - sign the petition! 01/17/2012
Hello everyone! This is a different post from my usual posts. Though we really wish to remain neutral politically, this bill (Stop Online Piracy Act/Protect IP Act) would hurt EVERYONE who uses the internet. What it would do is make every website on the internet be censored, so if any content, or bits of content that are copyrighted that are posted on a website, the poster of the content would go to jail, then and there, without warning. In addition to this, it would ruin global freedom throughout the internet. Actually, scratch that, it would ruin the internet in general. We are officially taking a stance against SOPA/PIPA. We are not going to stand idly while the United States government turns the internet into another one of their pawns. We join with our brothers and sisters across the internet to protest the ludicrous atrocities that the government of the United States is trying to pass. We only wish we had taken part in a protest against the NDAA 2012, which allows the US government to imprison US citizens suspected of "terrorist acts" indefinitely without a trial, regardless of whether or not they were on US soil - that bill has already been passed, and that's why we will be attempting to take our operation outside of the US in the near future. Unlike many of our brethren across the internet, we are not blacking out our website completely. Instead, we're trying to make it as annoying as possible to use this site, by placing hyperlinked banners across the entire site; we believe this would be more effective, as, instead of people just leaving the site, they might accidentally click on one of the banners instead. Please, join with us, and our brothers-in-arms to defeat SOPA! Sign the petition at http://americancensorship.org ! Hey everyone! This being New Years Eve, I decided to write the New Years resolution for Joquan Games Studios for the year of 2012. Well, reflecting back on our 2011 NY resolution, we haven't quite met all of our goals. First off, we have decided to discontinue the use of Gamini Games and just use this site as our game portal. We're holding onto the rights and the name, but it's not being used for now. Secondly, this goal we've definitely met with our project. ;) The third goal was to get Dynamic Dimensions Software growing faster. Well, that really didn't work out well. Since our main focus was with our games, we weren't able to bring on any team members for DDS. But hey, at least we're offering FREE web customization and FREE .tk registration through us, which gains us points so we can improve our services. :) And as for doubling our team size - that most CERTAINLY did not work out. ;) In fact, we've eliminated over half of our team due to a recently-enacted inactivity policy. It's down to 7 team members now. ;) But the nice thing is - those 7 team members are MUCH more active than ever before, and we're well-connected, allowing for our creativity to flourish. In that closely-knit community, it allows us to devise better plans for our games, and it doesn't leave all of the planning directly up to me, which is a good thing. ;) (With school, my job with SMFNew, and managing this project, it takes a lot of time ;) ) I would still like to bring on some other team members, but it's going to take a few games before people will realize that we're not so bad after all. ;) --- Those aside, here's a few of our other goals for the New Year:
Have a good New Years, and thank you for another great year! :) Updates 10/26/2011
Hey all, been a while since I've written one of these! :P Anyways, I've decided to update you guys on a few things behind-the-scenes. First off, although I haven't been updating anyone on newer game productions, I will state that we are working on some pretty cool stuff, including what may be our largest game yet. We contacted Wigshop Records a while back about maybe using ES Posthumus songs in Ilxder: the Adventure Begins. (Still waiting for a response there :P ) On the job/team aspect - we're no longer taking on ANYONE who wants to join. We now are only taking on ones who seem passionate, determined, dedicated, and hard-working. We still DO NOT take into account their experience (unless they have no experience in ANY of the openings ;) ), but rather those four factors. We have a position open for an internal architect/mentor whom would help train the people with lesser experience how to work with some of the stuff, so if you enjoy acting like a mentor/teacher and you have EXTENSIVE knowledge in game programming and design, check it out! :) See, we don't believe in the saying "Beggars can't be choosers" for two reasons. 1) We're not begging for team members, and 2) We believe that only the most passionate, determined, dedicated, and hard-working individuals are the ones that a team should have. Numbers don't make much of a difference if you've a team that's so dedicated and passionate. ;) And here's a very minor website upgrade - we fixed an odd bug in the logo. We fixed it so it's much more smooth-looking. Anyways, that's it for now! Stay tuned, oh wait, this isn't a radio station... watch this space for more blogs and updates! Site updates, game updates 09/23/2011
Well, I'm sure you've seen the new site design. ;) We've been working on this for a bit, and it's the first time we've done a major upgrade to the site since it was first launched. I'll explain the way we've upgraded it in the following paragraphs. 1. We upgraded the theme. The old site theme was beginning to look a bit jumbled, non-professional, and quite frankly, hard on the eyes. The new theme is much more smooth and streamlined. We also updated the logo to the site. 2. We updated many layouts on the site. Beforehand, our site was very boring. No images, barely any color, etc. This was due to our attempts to make a professional-looking site. Unfortunately, we were so concerned about making our site look more and more professional that it ended up being so boring. We re-worked the games and projects section of the site, giving it a nicer-looking and better layout. With the games, we've included a preview screenshot, as well as basic info about the games, the status of their development, links to any related sites, as well as a link to download it if a download is available. 3. We updated the Help Us Out page so it's a bit more, what we call, candidate-friendly. It no longer requires you to look through a bunch of lines of text to just find the one position you're looking for. We may add a search box to give you the ability to look for a specific position. We also formatted the appearance of the text as well. 4. We've reworked the downloads page to be mainly for everything except games. We've also modified the appearance a bit. However, we have kept the original game downloads on this page as well as on the Games page, and we will continue to do so. 5. We've redone the community page. This gives us the opportunity to save you the trouble of going here and there looking for links to our community sites. 6. We've also updated some minor things as we saw fit. We also have plans to create a better, more helpful Voluntary QA page. These plans include putting more useful tools into your hands. ---- Game-wise, we have a couple of updates. I feel it has been a long enough wait. THE LONG-AWAITED TITLE OF PROJECT PHEONIX IS.... Ilxder: The Adventure Begins! As I've mentioned before, there are plans for a sequel, so I decided to go with a per-se franchise name of "The Ilxder Series". I also got tired of people telling me that Pheonix was misspelled. ;) (Also, considering that phoenixes don't have a whole lot of place in the plot of The Adventure Begins, it seemed a better idea to NOT keep the name of Project Pheonix) Here's a bit more news about The Adventure Begins - although there's quite a bit to be done before the 1.0 release, we will probably only release one more demo before 1.0! :) Thank you all for your support over the past two years - it's all about to pay off. :) We also have our teams working on another pretty large project. I'm not revealing many details, as we want it to be a surprise. :) However, I will say this - if everything works out as planned, it will be the biggest project we've completed yet. ;) I've temporarily delayed any further development with Ancient Palace until I sort out the teams a little differently. I'm personally working on another project with Zach. All I'll say about it is that it takes place in space. ;) Bringing up an old idea: Gamini Games. Although we're holding onto the name and the rights, we've decided to just post any of our games on our own game section here on our current main site. We may even redo the games and projects section completely to look more like a games portal. We hope to create some browser-based games at some point. Although we currently have no plans to make them extremely big, we might have them created so there could be 8-16 player tournament modes! :) Well, that's all for now! I hope you enjoy the new site, and watch this space for any more behind-the-scenes updates! :) More Plans 07/03/2011
Well, it's been a few weeks since Ancient Palace 1.0 Beta and Pheonix demo 3 were released. In addition to the plans we have for Ancient Palace and Pheonix, we are planning to work on something massive. We're hoping that it will be successful enough so that players won't just play a few minutes and leave. We hope to have it so players are playing it a lot, at the same time. We also want to add more player choice to this game than the previous ones we've worked on. As our statement goes, "The next gaming revolution!", we want to break the Shattered barriers of the gaming World, and being revolutionary in what we do. We want to do something that no other studio nor team has done. It may even be 3D! :D Keep an eye out for any news! :) Don't die 06/24/2011
It's official. Ancient Palace 1.0 Beta has been released. We really hope you enjoy it, there was immense time and devotion put into it. :) So far, the story is far from completed, and you can expect more to come in the next year or two. The only traps in the game are the bombs, which just send your character back to the beginning of the level. (Don't worry, it's more of an annoyance than a true trap, because you don't lose any point if you're hit.) In a near release, you will be able to use the Tome of Time Control to aid you in your journey. More traps such as spikes, flames, etc will eventually be included, as well as some enemies which will send you back to the beginning of the level if you are hit by them. The reason it's open beta is because we realize that sometimes we won't be able to pick up every single error there is in our games. Also, something else I forgot to mention in the last log: in demo 4, I hope to introduce a new graphic improvement called "Layers". It will allow the graphics to generally look better. It will also allow us to use transparent/partially transparent 2D tiles instead of creating new sprites for something that we need transparency on. :) Now how about that? What game developer team releases two big releases only 5 days apart? ;) Pheonix demo 3 released, next plans 06/19/2011
"That's right! The long-awaited demo 3 of our main project has been released for download! It includes a cumulative bug fix, a new, completely reworked quest system, a whole new region, the workings of a new quest that will be vital in the main storyline (Quest story courtesy of Spencer, AKA "Game Pro"), some new graphics, a portal system that will allow you fast travel between cities with a portal room, and more! Unfortunately, due to some large bugs, we have been forced to omit the battle system once again. We hope to be able to release it with Demo 4, along with an economics system, a menu system (in which you can actually select your own answer instead of using the forced one. It will also allow you to access your inventory, your quest log, etc), and possibly even player-owned houses, where you'll be able to store your equipment! We also hope to release a few new areas, and loads of more quests. Demo 4 will take a long time to complete, but it will be as close to a fully-working game we've ever had! Demo 4 may be the second to last demo we have. Once we design all of the targeted technology, we will only have to add more storyline, a few bug fixes, etc. And yes, in case you're wondering, we have plans for a sequel to Pheonix. The sequel will take on a more dark edge to the whole game. You'll find out why at the end of the first game. Anyways, go ahead, give it a try! Download it from our website! (http://www.joquanpro.info/downloads.html) Be sure to let us know what you think!" ------ That was taken from the official forum announcement. As you can see, we have big plans for the next few demos, and a sequel ALREADY?? Doesn't seem possible, but we're getting that close to being able to finish the game up. The thing that will take the longest will be actually designing all of the maps and things like that. It took me several months to finish the new area in demo 3, and it's not that much, other than a city. :P Anyways, I hope to be bringing on a few more members of our team to help out. Our Silverlight development has been postponed, unfortunately, due to lack of funds and team members. :( Ancient Palace is nearing its 1.0 beta release, I plan on working on a few more levels, working with the menu system a little, and then releasing it. If you want to help the team out with our projects, feel free to do so. :) We have fun, even though we're all voluntary. Anyways, thank you for all the support, and please enjoy demo 3, I put some serious hard work and time into it. :) |

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