2018 wrap-up


Ok, let’s do this, by now you know the drill.

 

Plan A

 

The Game. Further development of the game. Let’s pinpoint: merging two engines into one, thus creating final base of development. Evaluating the main character of the game. Creating side characters, and lots of them. Sketching out locations. Creating environmental puzzles, as well as classic point and click ones. Trying to find final “look and feel” of the game. And so on. Do you feel it coming? I do.

Yes, I still feel it coming, even more so than a year ago. Merging two engines – done, you’ll walk around and interact as in ordinary point and click. Evaluating the main character – yes, we have the Seaweed, his story, his character arc, everything. Even though you might have seen him in action already – his graphics and animations will be completely redone to match the style of the game. Creating characters – yes, you’ll encounter different creatures from Daymare Town and my comic book – Morphs, of which there are tons of them, as well as Revolutions. Sketching out locations – well, kind of. They’re sketched inside my head. Does it count? Creating puzzles – those are also inside my head. But it’s a good place, don’t worry.  Trying to find final look and feel – well, still working on it. This one is tricky, because with this game I’m going not only with something I’ve never done before, I also want to change the workflow a bit. Creating locations and then adding more to them, more layers of interactivity and animation. Previously I was drawing games the same way I drew my comics – once the drawing is done, it’s done. This time – not so much. Things will be perfected over time.

Revolutions 11: Apocrypha. The series marches on, strong as ever, into it’s second phase. This time it’ll be a round up of older stories released in different magazines and anthologies, put together for closure reasons as well as new stories written by Polish best comic book writers that I managed to deceive into thinking writing for me was worth their time. All those new stories will be painted and streamed on twitch.tv this year as Ink Companion season 2.

This one was more time consuming then I expected. You see, the ‘older stories’ part of it had around 40 pages. I thought I’d add few new stories from my fellow authors and be done with it. However, I kind went overboard a little bit with gathering those additional stories. There were just too many good authors I wanted to invite. All in all, I ended up creating additional 100 pages for the book. Which is good and bad. Good – because you got a bigger, better book, bad – because it took too long to finish. But that created another piece of big news for you, more on that below. The book is here.

 

Plan B

 

10 Gnomes in Paris. Yes, Paris. It’s already shot and partly done. I want to release it before summer break, so expect it late June. Let’s say… June 20th. This time I can make that prediction with a certainty. Let’s see what will happen now that I’ve said this. Stupid, stupid me…

And June 20th it was! I wasn’t so stupid afterall… Ok, I’ll share a little secret with you. The game was ready long before that. Just sitting there on my drive waiting to be released. I know, I know, I’m a cheeky bastard. That’s a first, by the way. The fact that one of my games were finished long before the release. That actually never happened before. You can find this game here.

Where is 2019? Well, what a surprise, right? As I still want to make it a bigger game than before, let’s shoot for… let me think… 12 screens of content, ok? Let’s not overthink it for now. Santa returns, as he’s the character where it all started 10 years ago.

Sure, of course, you just played it like a week ago, right? And, uhm… 12 screens of content? It’s actually bigger than that! Pwned, me from a year ago. Take that! How big is this game? Well, you can count all the screens here.

VormkfasA #60, the final issue. [This is the festival xerox zine that I give away to people who meet me during comic festivals]. Yes, all things must end. I seem to be killing more and more of my old projects each year. Last time it was the Morphs, now this. I’m ending it here because I wanted this run to last for as long as the first run lasted, seven issues. And as it rounds up nicely to overall 60 issues, this is the good point to let it go.

Yes, that’s done now. After finishing all side game development projects, I moved to wrapping up my comic book side projects. Between this and that Rewolucje anthology I was talking about just now things are pretty wrapped up by now. More on this below. You can take a look at the final isue of VormkfasA here.

 

Plan C

 

streaming on twitch.tv. As I mentioned before, I found a new home on twitch. A new little corner where I can sit and share my things with you. I’m not expecting it to bring any money or fame as I am realistic about how many people might be interested in watching some old-fart draw live, but I genuinely just like doing it. And that’s a good sign. I’ll create my new comic book here and also parts of the game, those not-spoilery ones. Let’s shoot for, I dunno, 200 followers in 2018. And I promise to talk more.

Yes, stream I did. Even somewhat regularly. But by now I feel that I’ve shown everything that I could show you on my streams, different styles of drawing, painting and what not. The career of a streamer didn’t take off and therefore it’s on a hold for now. Mostly because of me focusing on the development of the big game, which can’t be streamed, because spoilers. You can check my entire 2018 twitch adventure here.

Linux versions of my games. Last year I tackled OS X, Linux MUST be simpler, right? Right?… Guys?…

Sure, simple enough. It however was a completely new beehive to kick and stir up. You see, at least OS X is complicated but a single endeavour. With Linux? There are so many versions, and Game Maker covers only one of them. But yes, Linux versions of my games are somewhat available, arguably, not sure, but you can find them here. And here’s the troubleshoot.

I think this is it. This to-do list seems shorter than before, but hey, we’re focusing here on the game. Joking around is over. Now is the time to shut up and just DO IT.

Oh lol. You thought this to-do list was short, me from a year ago? Wait until you see this year’s list. Speaking of…

 

 

Plan A

 

the – Big – Game

I think there’s nothing more to say here. I don’t want to dwelve on the specifics and milestones, but the plan is to actually finish and release the game this year. Oh, and I also plan to reveal the actual name of the game this year as we go along. Not sure how to do it yet, I’ll probbaly create a video with the reveal. But not sure when to do it. I think I’ll keep it secret until I have a feature-complete build on my hands. I’m also falling into the feature creep a bit, which is scary. I’ll just have to say “enough!” at some point, and I’m bad at it. The same thing happened with ‘Where is 2019?’. If not for the December deadline I’d just be adding more and more to this game. But here it is, THE plan for 2019. There’s almost nothing else on my mind right now. The focus is set, engines are being revved and the countdown to liftoff already begun.

 

Plan B

 

Please note that I’m doing these two projects only because they’re the only recurring series left. Me, being kind of obsessively addicted to completing unfinished projects, I just can’t let them go. At least 10 Gnomes have a proper finish line on the horizon, so there’s a light at the end of this tunnel.

  • 10 Gnomes in Oristano. I know what you’re thinking. You’re thinking: Hold on now, you cheeky bastard, is the game already done and you’re just witholding it from us? Like the one in Paris? Well, not entirely. It’s like 85% ready. The locations are done, the gnomes are not. I’m shooting for June or July release. Probably July.
  • Where is 2020? We’ll continue the adventure of Santa, we’ll find out what happens after he met Seaweed and move forward the narrative. Some of you are asking for a point and click gameplay to return in this series. We’ll see.

 

Plan C

 

So here’s the thing. There is no plan C. And this is kind of big news. It’s also the testament of how much I want to focus on the big game. This year, for the first time since… Let me think… 2003?… So for the first time since 16 years I’m not doing a new comic book. The streak ends here. I’m diving straight into the big game right now in January and don’t expect to surface until the release. There’s just no time to be spared for a comic book. Here we loop back to the issue of Rewolucje 11 being too big and taking too long to finish in 2018. It took away some of that precious development time. Too much of it to be honest. At this point, I don’t care much about keeping the streak of publishing one book per year alive anymore. All that matters is the big game. Nothing else. Maybe I’m just hyper-focusing on the game, or maybe I’m just getting old and a bit tired of comic books. Who knows. Let’s get back to this subject next January.

And with that I leave you.

See you next year for another wrap-up, which will be completely different if everything goes according to plan. Fingers crossed.

We’ll finally have answers to some big questions that I dare not to ask at this point.

Anyway, back to work.



2017 wrap-up


 

Well, here we are again.

I feel we’ve been doing this for so long, you already know what I’m going to say here. First wrap-up was, uhm, 5 years ago, a simpler time before we were all basically connected by the hip by social media. Nevertheless, let’s dig into this list for the sake of preserving the process. Let me open last year’s wrap-up in another tab, and see…

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2016 wrap-up


Ok people, let’s do this. I know it’s a bit late this year but there’s an explanation. Hear me out. For no particular reason I decided to fight Apple tooth and nail in order to create legal and legit Mac OS X builds of my games from 2016 by becoming a certified Apple developer and I also decided to do it right after New Years. Why not. After banging my head against the wall for next few days I finally managed to do it, with help from much more skilled friend (thanks, Mike). Skilled, as in: more apt in deciphering what exactly it is that Apple wants you to do now: pay up, jump the hoop or roll over. Now that it’s done, and it’s a REAL milestone in my book, the only regret I have is that I can’t put it on my to-do list for 2017. Because… it’s already done. Oh well.

Let’s look back at 2016.

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2015 wrap-up


wrap_up_2015_things

Now, for the first time, this feels right. Wrapping things up, telling you what happened in 2015, because now I use Patreon and your kind donations to create. It is only fitting for me to tell you what you got for your money’s worth. Actually a lot happened and you can see most of it in the above collage. Then we’ll talk about what’s coming up next, and that’s a handful as well.

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2014 wrap-up


Now this is kind of interesting. Even though I don’t have any kickstarter projects, nor patreon or indiegogo (no one is giving me any money before I deliver) – I feel kind of obliged to keep you in the loop on what I’ve been doing last year and what my plans for future projects are. It’s kind of obligatory for those “fund my project” situations, yet here we developed this kind of relationship without dragging money into the equation. After all, it’s not one project and it’s not just one year.

So… Let me confront my to-do list from 12 months ago.

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2013 wrap-up


213_mash_up

Looks like I started a new secular tradition last year with the summation of 2012. Let’s take a look at 2013 through the promises I made at the beginning of the year.

plan A) Is to create 4 games this year, these are, in chronological order: Daymare Town 410 gnomes in Dubrovnik, Submachine 9 and Where is 2014?

Well, almost. Submachine 9 didn’t happen this year, but Daymare Town 4 was exceptionally big (as in: biggest game I’ve ever done).

Besides this I also intend on doing Rewolucje 8: in Space (Rewolucje w Kosmosie) of which I have already 46 finished pages. I could call it a wrap and just publish it as it is. I could. But I won’t. This album needs another 40 pages or so.

Yes. New Rewolucje album was finished and released in December. A bit late this year, but that’s because DMT4 took so long to finish. That game really took a major chunk of time this year. Turns out this album needed 36 additional pages, so I was almost right with my blind calculation. Since we’re talking about comics, there was also another album released in May – Tetrastych. But that’s the fallout of insane number of 118 pages created in 2012. To put that in perspective – this year I made only 37 pages (one being a short comics about Blaki for Zeszyty Komiksowe).

plan B) Once I’m sure that plan A will be fulfilled, there are other smaller side jobs. Those include: further expansion of the subnet,

Yes. In fact, that expansion happened right there in January 2012. Since then the Subnet got rebranded to Submachine Universe, and as of now is dormant, but this will change in 2014. More on this below.

creating specific series oriented websites for all major ones, such as Covert Front, 10 gnomes, Daymare Town etc. I’d like to move away from the regular online games portal and create game hubs for each series. The one I did for the Fog Fall was received warmly and I think it’s a good direction for the future of our catalogue,

Yes! That happened too. Not only that – I moved away from the pastel stories brand and now all my stuff is under my own name on mateuszskutnik.com, which is the most logical progression I can think of. Pastel Games got redesigned by me as well. All games have their own cozy little homes. There are no doubles anymore – if you want to play my games from under pastel games website – you just jump over to my site. Simple as that.

releasing HD versions of older Submachines, starting with Submachine 6 HD,

Yeah, that… Starting and finishing with Submachine 6 HD. Not that I couldn’t release more, in fact I’ve got two ready – was just waiting for a good release time which kind of didn’t come in 2013. More on this below.

finishing the “mission to…” series,

Lol, nope. Not even close.

other small games (also trying to empty my to-do catalogue).

Yeah, right. Emptying my to-do catalogue. Well, one thing happened, and a significant one. Daymare Cat was a major success, despite being a small off-the-main-series addition to the daymare lore. I attribute that to Cat Jahnke, who created this beautiful song to be used in game. Without it – the perfect storm wouldn’t happen and this game wouldn’t sail as far as it did.

plan C) If time is kind enough I’d like to start painting another Blaki comic album. That would be fourth of the series and I’ve got it all written and sketched right here in my notebook.

Lol, nope. Time wasn’t kind. Or maybe it’s me just getting old. I know that I’ve done significantly less work than year before, but I feel that it was more tiresome. But that only means that I’ll create this album in 2014. In fact – right now. I’ll be making it simultaneously with Submachine 9 in January and February. Well, I already started talking about the future, we can stop with those settlements with the past and talk about what’s going to happen next.

 

2013_wrap_up

Ok, let’s talk business.

1. game wise:

  • Submachine 9, obviously. It’s already somewhat developed, so I should finish it in January (or February, don’t hold my word for it);
  • further expansion of the Submachine Universe. Yes, as before – more locations. It’s at 90 locations total right now – I want to go up to 100 and then stop (for a while at least). Maybe add another layer of puzzles to it. Who knows (well, me in the future knows).
  • Where is 2015? Am I being held hostage to making one of these each year till the end of my time? Well yes, yes I am.
  • HD versions of older games, starting with DMT3 and Sub5. Both are ready to ship, I’ll probably release one  around the 15th of each month. The plan covers DMT2 and DMT1 (in that order) and also going down the list of Submachines. Sub4 – for sure. Others if I have time. Oh, almost forgot – I’ll be releasing Sub5 Hd as is, without additional puzzles or graphic changes – I just can’t spare time for the possible changes.
  • Dare I say smaller games? Like, maybe more mission to… games? Yes, I dare.
  • Submachine 10: the Exit. The last in the main series. I want to at least start making it this year. I don’t believe I’ll finish it in 2014, but let’s just wait and see.

2. comic book wise:

  • Blaki 4 (60 pages)
  • Rewolucje 9: under the Snow (at least 46 pages)
  • If I’m healthy at the time – I want to attend another 24 hour comic book event. That’s in October.  This year I’ll be making Blaki 5 – another Blaki album which is being written and sketched right now. Who’s writing it? Well me, naturally. Why this choice for 24hcd? Because it’s black and white and it’ll be easier to do than then full color comics I was doing previously. Too much hustle with all them paints, waters, papers, brushes and what have you. Painting Blaki in black and white will be swift and clean, ninja style.

 

So the plan is simple – do all this and be happy.

And here we are, 2014 – another transitional year. Another year of closure and waiting for bigger things to come in upcoming years. Well, waiting is a bad word.

Once again – happy 2014. It’ll be a good one.



2012 wrap-up


This year, as any before was marked with few intertwining year-long projects as well as occasional high-endurance ones. Let me recap for the sake of remembering just what the hell happened in 2012. [for the impatient ones: 14 games and 2 comic book albums happened].

1)

 

First of all, there was a project of creating a one small game per month. 12 games all together. The results are as follows:

The reasoning behind this project is simple. I’m a completionist, I’m trying to get a closure on unfinished series, and there were few game projects just laying around on my hard drive, reminding me that they’re still not done. You can see couple of “mission to…” games, mothballs, two games expanding the daymare town lore, as well as few standalones. The mothball series is probably done, as I have no fresh ideas on how to approach this character anymore. The last one was actually a rebuild of an old small game that maybe few of you remember from this page’s header. The header game. But that was way back in 2008, so this game was waiting for an upgrade for four years. Daymare Kite was in the to-do folder since Daymare Town 2, Garden Door’s pictures were shot in 2011 and so on. The only ongoing series left is “mission to…” as there are two games left, and I’ll be damned if I don’t finish this as well. The remaining two are Sun and Earth (Pluto does not count, sorry) :D. Adding to that couple of regulars, such as 10 Gnomes and Where is 2013? and we have a full list. For the curious, yes, I still have unfinished small projects on my drive, yes, I’ll be making them eventually, but god forbid I’ll commit to making one per month anymore – that was… exhausting. Especially in the light of other 2012 projects, such as:

 

2)

 

I also created two big games from major series:

and with that, the Covert Front is finished and done. Phew. The story of Kara following German scientist Karl von Toten has run it’s course. A big sense of closure right there. On the other hand – the Submachine is as strong as ever. There was a minor confusion whether this would be the last Submachine ever, which it isn’t. Let me once again reassure you – the Submachine will go on INDEFINITELY. Sure, the main storyline ends at Submachine 10, but that doesn’t even mean that this series will be over. I’ll make standalone Submachine games from that point on, such as Submachine: 32 chambers, ancient adventure or FLF. We’re good here, don’t you worry. The sky is clear over the Submachine. Wait, is there a sky in Submachine?… :/

 

3)

 

Another big step forward in 2012 was the attempt to bring you even more quality – this time for a small price. The idea of creating full screen, standalone, browser-free games was in my sights for a long time.

Luckily I was able not only to overcome the technical obstacles, but I also figured out how to actually handle a monetary transaction of such item. I did it my way and I’m proud of this.

 

4)

 

Moving on, let’s not forget the pastel games. Me and my buddies from the company were able to create 5 games together:

  • Rizzoli and Isles 2
  • the Fog Fall 4
  • Sneak Thief 5
  • Monster Detective
  • the Scene of the Crime: Dream of murder (not yet published);

The Sneak Thief series is finished with the fifth installment, however we’re planning a brand new series with Kamil Kochanski, the artist behind Sneak Thief, the Great Escape games and Halo & Pixy. You know, the funny, cartoony one in our pack. The new series is still a secret, but it’s coming, I can assure you. As for other series – time will tell. The future of those series doesn’t depend on me, but people writing and drawing them, so I can’t tell what will become of pastel games in 2013. Let’s wait and see.

 

5)

 

Are we done yet? Not even close. Remember when I said something about year-long projects? Here’s another one. This one was also a simple premise: create one-page comic every week. I started this project back in October of 2011, so to complete a full year cycle I had 42 weeks to go. And I did. The new 52-page album, entitled Tetrastych is going to be published in may. Here are few pages, which also explain the bizarre title of this album.

 

6)

 

However that previous project was not the most important comic book work of 2012. This one is. Again, a simple task. Create 46-page comic book album in 46 days. That would be one page daily for 46 days straight. The outcome is the newest Rewolucje album, and you can read more about this right here:

Now this one is my absolute best project of 2012, not only because of it’s bold outcome, but this one is by far my best graphical work to date. Let’s not forget that it also sports a killer of a scenario written by Jerzy Szylak. So… are we done?… No.

 

7)

 

This next project was a bit different. Yeah, I had to paint a cover and title-page graphic for it, but it was mostly an archaeological work of picking a good material from the sea of old crap. Everything had to be retouched in photoshop, as most of the originals were kind of destroyed by father time. This album shows my old ways from times when I wasn’t Mateusz Skutnik, the Submachine creator, but just simple Mateusz Skutnik. :D

 

8)

 

Bare with me, we’re almost done. Normally I wouldn’t list the following here, but this kind of out grew it’s premise and became a larger-than-expected thing. This is a series of 7 movies showing how to waterpaint a comic page. Well, maybe it’s not “how to” per se, it’s just a showing of how I do it. Nevertheless – a project of it’s own, realised during that period of Rewolucje 7 daily painting.

 

And with that, I’m done. That’s it. But wait, from the looks of it, is it true that in july I was:

  1. Making Daymare Kite
  2. making a one-page comic story each week
  3. painting Rewolucje 7 – one page daily
  4. creating Submachine 8

all at the same time??

Yes, yes it is true. That’s how it went down. That’s intertwining right there. And frankly speaking I forgot about another small project that I was slowly but steadily creating. The subnet got few small expansions as well. So there. Thanks for reading through up to this point, right now there’s a reward for you for being stubborn enough to dig through this list. Ready?

 

the_plan

2013

Let’s talk about 2013. Get some insight.

To be honest, 2012 was exhausting. It was a year of closure (well, attempted at least), a year of different experiments, and now I have to take that all in, process the data and come up with a reasonable plan for the future.

plan A)

Is to create 4 games this year, these are, in chronological order:

  • Daymare Town 4
  • 10 gnomes in…
  • Submachine 9
  • Where is 2014?

Yes, I focus on my four major series this year. This is the top priority list of must-do games.  Besides this I also intend on doing:

  • Rewolucje 8: in Space (Rewolucje w Kosmosie)

Of which I have already 46 finished pages. I could call it a wrap and just publish it as it is. I could. But I won’t. This album needs another 40 pages or so.

 

plan B)

Once I’m sure that plan A will be fulfilled, there are other smaller side jobs. Those include:

  • further expansion of the subnet
  • creating specific series oriented websites for all major ones, such as Covert Front, 10 gnomes, Daymare Town etc. I’d like to move away from the regular online games portal and create game hubs for each series. The one I did for the Fog Fall was received warmly and I think it’s a good direction for the future of our catalogue
  • releasing HD versions of older Submachines, starting with Submachine 6 HD
  • finishing the “mission to…” series
  • other small games (also trying to empty my to-do catalogue)

 

plan C)

If time is kind enough I’d like to start painting another Blaki comic album. That would be fourth of the series and I’ve got it all written and sketched right here in my notebook.

And I think that’s it.

Once again – happy new year 2013.

It’ll be a good one.