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Boot Hill Heroes is now widescreen, has new fonts, interface design

Categories: Boot Hill Heroes
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Published on: April 9, 2013

We got a lot of feedback from players after exhibiting Boot Hill Heroes at PAX.  One great question people kept asking is why did we decide to use a thinner aspect ratio instead of a modern widescreen one.  I think the original decision is rooted in some kind of nostalgia for emulating older games.  But now I think the game would look better in widescreen, and also this would allow for longer names to fit in the menus.

 

In addition, we’re trying out a new font and interface design. I believe the interface plays an unconscious role in the look and feel of games, and I wanted to try something a little more distinct that evoked more of a Wild West feel. Let me know what you think, is it an improvement?

short001btn Boot Hill Heroes is now widescreen, has new fonts, interface design

PAX East Post Mortem

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Published on: April 6, 2013

 

paxpic PAX East Post Mortem

Now that PAX East is over and we’ve fully recovered, I thought I’d share with you guys what an amazing time we had and give a shout out to all the cool people who came by our booth.

A great reception for Boot Hill Heroes. It’s easy to say a game looks fun, but how does it play? Up until PAX we could only speculate on how players would enjoy the combat – which isn’t quite like any other RPG and takes some risks. I’m happy to say these fears have been completely alleviated. I created a custom area for PAX where players could jump in with all the characters and start battling critters right away. Seemed like most people had a blast just fighting random battles, especially with other people.

The single player (starting the game from the beginning) went over very well too. I was surprised by the amount of people who finished the 30 minute demo despite all the distracting spectacle of PAX and the inherent slowness in the beginning of RPGs like this.

Thanks to our backers, John, Matt, and Justin, who helped us manage our booth. Helping groups of people get into the multiplayer, answering questions, and distributing swag was required the at least three people and Ben and I couldn’t have done it without your help. It also made the experience a lot more fun, which is very needed because of how stressful and exhausting exhibiting can be.

A huge thanks to our PAX Enforcer, Mobius, who went to great lengths to make sure us first-time exhibitors had everything we needed. Absolutely outstanding service!

Special thanks to the Video Games Awesome crew. It was great meeting you guys and seeing your support for the game. We had a lot of fun at the after parties too, which was definitely needed after a long day of exhibiting. Hope to see you guys at the next convention.

Thanks to the rest of our backers who stopped by to make an appearance. Nice to meet you guys face to face after spending so much time transforming your faces into pixels. I consider our backers something like the godfathers of Boot Hill Heroes and your support is ultimately what made this game possible.

Thanks to everyone else who stopped by our booth. Congratulations to those who won free copies of the game and free characters in the game.

I also want to thank all the developers who stopped to chat with us – Yacht Club Games (Shovel Knight), Ragtag Studios (Ray’s the Dead), The Men Who Wear Many Hats (Organ Trail), Zeboyd (Rainslick 4), Sinister Design (Telepath Tactics), the guys behind Fire vs Fire (unfortunately never did catch up with Muteki [Dragon Fantasy 2]) . It was great to meet you guys and share war stories about the perils of game dev. Makes us feel good knowing we’re part of a community of people who really just want nothing more than to make games for people to enjoy.

Finally, I really, really want to thank all the media that took the time to look past the huge distractions of the million dollar triple A studio booths and stop by our humble booth. We didn’t seem to get noticed by the major media outlets, but the smaller ones were there in full force to show their support for indie gaming. Everyone was terrific and very professional – asking excellent questions and giving us a chance to talk about our game.

Splitkick 

Theology Gaming

Mash Those Buttons

TotalHalibut – Watch a 25 minute video of me playing Boot Hill Heroes with Total Halibut.

Snackbar Games

The Game Effect

The Examiner

First Comics News – Who even considered Boot Hill Heroes one of their Top 5 Games from PAX East

Dunham Gaming

 

 

 

 

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Boot Hill Heroes at PAX East – New Trailer

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Published on: March 20, 2013

Stop by Booth #127 at PAX East this weekend to play Boot Hill Heroes and win some swag – jelly beans, balloon animals, buttons, free game copies, and this poster!

800x600 poster Boot Hill Heroes at PAX East   New Trailer

 

And check out this new trailer of Boot Hill Heroes, just in time for PAX East

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Boot Hill Heroes – Moon Dancer Art

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Published on: March 20, 2013

Here’s the final character in our PAX artwork. It’s the Chepakwik princess, Moon Dancer.

MoonProfile Boot Hill Heroes   Moon Dancer Art

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Boot Hill Heroes Art – Doc

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Published on: March 19, 2013

In 48 hours, we’ll be in Boston for PAX East. In the meantime, here’s Doc.

DocProfile Boot Hill Heroes Art   Doc

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Boot Hill Heroes Art – Rosy

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Published on: March 12, 2013

PAX is just around the corner! Stop by and see us at booth #127. Play the game, say hello, get some swag! Here is some more artwork I’ve made for our booth. It’s Rosy, one of the four playable characters in Boot Hill Heroes.

RosyProfile Boot Hill Heroes Art   Rosy

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Boot Hill Heroes Art – Kid

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Published on: March 7, 2013

We’re putting some art together for our big PAX East booth coming up in a couple weeks. Here is an image of Kid created by yours truly. Wasn’t easy to translate his pixel form, but I think it turned out okay.

KidProfile Boot Hill Heroes Art   Kid

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News and Highlights from the Indiecity Games Meeting

by Ben
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Published on: November 13, 2012

One of the things we appreciate about living in Chicago is the robust gaming and development community here.  We had the opportunity to attend the Indiecity Games meeting this weekend and had a great time.  In addition to seeing some of our friends like Craig Stern of Tellepath RPG we enjoyed meeting the special guests for the day.

Heinz Schuller, former art director at Day One Studios and now of Digital DNA Games, talked about developing Avatar Laser Wars II.  Heinz had some insight about XBLIG which we really appreciated hearing.   While we’re still a few months away from release we’re always thinking about how to help people find out about Boot Hill Heroes.

After the presentation we stayed to show everyone the latest gameplay for Boot Hill Heroes.  We were encouraged by the positive responses.  Thanks to everyone who stopped by to try out multiplayer combat and see the new areas of the game.

 

INDIECITY GAMES 225x300 News and Highlights from the Indiecity Games Meeting

 

We want to put a shout out to one of our new friends Zero from Negative World.  In addition to killing the hardest boss in the game so far he runs a Nintendo fan site which we are now crazy about.  Anyone who loves vintage style gaming should definitely check it out!

While Dave and I often find ourselves interviewing others we were surprised to find ourselves in an informal interview with our own local celebrities from Rushdown Radio.  We’re looking forward to many long-winded-semi-appropriate-rants in the future.  Rushdown Radio is a show about all things related to video games, including my favorite category - miscellaneous.

There were so many talented developers at the event it was hard to get time with everyone.  We did want to give special thanks to two development teams.  First, Sean Hogan was showing Anodyne Game which is nearly complete.  I love the look and game play and can’t wait to get the full version of this classic style RPG.

We also think you’ll love the side scrolling novelty fun of Fat Ninja. This new title from Hipster Owl Studios has a fun twist that you’ll have to experience for yourselves.

In closing news, all our backers who are going to be NPC’s in the game will be hearing from us this week to complete the design of their characters, so stay tuned!

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Boot Hill Heroes Delayed to early 2013

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Published on: October 5, 2012

Delayed Boot Hill Heroes Delayed to early 2013

I’ve been dreading writing this post for a few weeks now, but it’s time for us to face the music:  Boot Hill Heroes has been delayed to early 2013.

We apologize to everyone who is disappointed by this news, especially our backers who were told the game would be released in October.

When it looked like we would not be able to finish the game by October, I had a discussion with Ben about we should do.  There were two choices:  diminish the ambition of the game and start cutting content and features, or delay the game.  Either way we would be disappointing people.  But we decided to choose the latter.  It’s important to us that we make Boot Hill Heroes every bit as good as we intended.

 

What went wrong?

Nothing really, we just overestimated how far along we were and underestimated how much left there was to do.  There haven’t been any major hurtles or anything else slowing us down.  Progress is being made every day.  It’s exciting to wake up at the beginning of the day and think about working on this game, and it’s rewarding to look back at the end of the day and see how much progress was made.  Unfortunately, there just wasn’t enough time.

 

What about all that Kickstarter money?

As promised by our budget, this money doesn’t go to us to buy food or pay our rent.  It will all go back into the game. We’ve spent less than 10% of it so far.  It took us some time before we had a supplemental art team in place that we are now paying regularly.  The music is about 2/3 finished and paid for.  It’s composed by Jake Kaufman whose recent credits include “Double Dragon Neon,” “Retro City Rampage,” and “BloodRayne:  Betrayal.”  The music for Boot Hill Heroes is spectacular.  And it’s all thanks to our backers.

 

How far along is the game?

A better way to explain it is how quickly progress is being made now as opposed to six months ago.  When we started this game from scratch, it was days before we even had something appear on the screen.  But little by little, a foundation was created.  And with every step, there is new code, architecture, systems, graphics, etc.  Each subsequent step builds on the previous step.  So progress happens faster and faster, almost exponentially.  That slow drip of small advancements picks up in momentum and rapidly transforms into a whirling torrent of progress.  It’s exciting to be in the eye of the storm right now.

I made this silly graphic to illustrate our current perception of game development.  You can see where we were, where we are now, and where we should be in the next few months.

GameDevelopment Boot Hill Heroes Delayed to early 2013

So when exactly will it be done?

I now know better than to try to predict this with precision.  Game development progress is wildly unpredictable.  That’s part of the fun, I guess.  We’re saying “Winter 2013” to keep a wide window open, but don’t be surprised if things come together sooner than that.

Stay tuned.

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News, Interviews, and other Stuff!

Categories: News
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Published on: July 30, 2012

Hey, is everyone enjoying their summer?  Haven’t given an update on Boot Hill Heroes in a while, so I wanted to share a few things.

 

PAX Prime:  First off, some sad news.  It turns out our application to exhibit at PAX Prime was not accepted as the event was already full.  At first, Ben and I figured we would go anyway since we still have visitor tickets.  But then we started adding up the costs for flight, hotel, food, and realized that we couldn’t justify the cost of going.  Going to PAX was one of our budgeted goals.  But we don’t feel like it would be a good use of your money to go to PAX as visitors since this won’t benefit Boot Hill Heroes.  We had so much fun at PAX East and met so many cool people, so it’s too bad we won’t be there this time.  We will reallocate the allocated funds to help BHH in some other way.  It will most likely go towards artwork.  However, since this is backer money, I’m open to suggestions (dave@experimentalgamer.com) from you guys.

 

Interviews:  Now some better news.  If you haven’t been following @BootHillHeroes on Twitter you may not have realized that we do the occasional interview.  Here are a couple recent ones that may give you some new insight about what we’re about here at Experimental Gamer and what to expect in Boot Hill Heroes.  Check them out, you may glimpse a new screenshot or two:

 

Screwattack interview with Drake McWhorter:

http://www.screwattack.com/news/exclusive-meet-devs-hot-upcoming-indie-rpg

 

Our podcast interview with Random Assault:

http://randomassaultpodcast.com/2012/07/16/random-assault-057-bound-to-fail/

 

Surveys:  I’ve sent out all the surveys, and so far, most people have gotten back to us.  I really enjoyed reading your thoughts about your in-game characters.  I’ll be getting in touch with everyone individually later when we start adding them to the game.  So far I’m really impressed with your answers and I believe we’ll be able to give everyone mostly what they are asking for.  If you haven’t done so, please go ahead and fill out your survey.  Or email (dave@experimentalgamer.com) if you have any problems.

 

Backer Rewards:  We’ve finished making all our phone calls and are beginning to send out cakes (turns out, shipping a cake is more complex than we realized).  If you didn’t receive a phone call and were due one then there may have been some confusion on the survey or getting a hold of you.  In this case, please email me (dave@experimentalgamer.com) with your number and the best time to call.

 

What’s Next?:  $100+ backers should get a new version of the game shortly.  We had to create a couple new game systems and fix a few bugs, but now we’re progressing very smoothly.  Should be more and more updates as time goes on.

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