Hello gamers, Gideon Moes here, CEO of FanFaction and the creator of the small but growing Night Spasm franchise.
I've worked on this project with many people online, and the entire first-step experience went great when I first began writing the code, designing the graphics, and composing the music. Now that Night Spasm is released to the public (published on May 15th 2020), I've been able to see where the game is going. Not too much has been happening, but that's something anyone can expect to happen from the start. My small and temporary crew work hard every once in awhile to expand what the Night Spasm adventure has to offer.
FanFaction has only worked on Night Spasm the whole time, and now it's time to begin constructing our other plans. We have a lot of projects we want to begin, but it's difficult to decide which video game we want to make a reality first. As new FanFaction contributors come and go, keeping the work ethic at an optimal pace isn't something we can manage too well. Therefor, keeping our projects small is currently the safest option, but at the same time we feel the need to put ourselves to the test.
In other words, I want to create something much less traditional. Night Spasm certainly has it's unique style of gaming elements, but it heavily relies on the classic RPG formula. At this rate of development, it will take a long time to make Night Spasm the unique concept I want it to be. I've never had a set back in anything during it's development, and I plan on keeping the flow at bay. It takes time to create something the way you initially plan it to be, and Night Spasm is taking up too much time.
Don't fear, Night Spasm will not be discontinued, but rather in a state of neutrality. Whatever happens to it will happen to it, but of course I will address any issues that come. Eventually the project will continue, but for now it's time to branch out. Right now Night Spasm has about 40 hours worth of gameplay, not including any unreleased content.
In conclusion of these particular statements, Night Spasm will be set aside to make way for the upcoming project. But what exactly IS the next project?
An experiment with enginesCurrently, the only engine we use is a very old application called RPG Maker VX Ace. VX Ace is a very simple engine which gets the job done perfectly for the type of game Night Spasm was made to be. It uses Ruby Script as it's code language, a very outdated and bizarre form of programming. Our next goal is to master the popular C++ code, the code acclaimed to be the best of them all; and what better way to use C++ than with Unreal Engine!
Unreal Engine is responsible for helping create popular 3D games like (you guessed it) Fortnite. It really is the future of gaming, and we want to get in on that... but in a weird way.
Perfecting something can't happen without a lot of mistakes, especially game development. In order to master Unreal Engine (specifically version 4), I want to create (without the help of the/a crew) an intentionally awful and comedic game. This game will be a compilation of Unreal Engine 4 experiments turned into a hilarious playable game, complimented with things I don't need to experiment with, like story and audio.
After the humorous game is released, development on an actual game will begin. A few years ago, I purchased a deal with Epic Games that will allow me to create some major games. For FanFaction's first four UE4 projects, we will receive full help from an Epic Games crew. This includes graphics design, programming, level design, and more. After mastering UE4 myself, my crew and the Epic Games crew will work together to create the games of our dreams.
Platform expansion and migrationWith the new association with Epic Games incoming, our new projects will have to be on the Epic Store. This will require us to manage two stores at once, which we (or just I) can handle. We promise to give equal support to both sides so no customers feel cheated on. This includes prices, events, and announcements.
Additionally, this will give us a chance to put Night Spasm on the Epic Store. At the moment there isn't much of a purpose to do that, so it's likely to arrive on the platform late. After releasing our first UE4 project, releasing Night Spasm on Epic Store will increase the publicity. Chances are nobody will be exited for the platform expansion, but this information is just something to keep in mind.
More importantly, we want to add Night Spasm (and our other projects) to app stores!
Night Spasm mobile projectIt would be nice to create a smartphone edition of Night Spasm. Converting a PC game into a mobile format isn't an easy task, but it is certainly do-able.
If a mobile edition of Night Spasm were to come along, it would likely be a cheaper alternative to the PC version. Smartphones are so much more different than a PC of course; this would require us to create a touchscreen UI, create an alternate update and announcement message system, and manage a server that will allow Night Spasm updates to easily implement themselves into every mobile edition upon public release.
As for the actual game's mobile internal functionality, we may need to add some features to the PC version in which we can convert into mobile functionalities. For example, adding "keyboard and mouse" functionality in which we can convert into a touchscreen system on the mobile edition. Other additions include:
-A built-in announcement system (rather than announcements via social media or Steam).
-A low performance options list (for older and slower devices) built into the title screen.
-A built in resolution option system.
Our goal is to have the PC and mobile editions built upon the same set of files. We will create a system that recognizes if the player is using a PC or a mobile device, allowing us to make changes to the PC edition and the mobile edition at the same time. This will also be the case for future console editions, which is another priority of ours.
We want to create these new editions as soon as we complete the UE4 projects. But before we let Night Spasm rest for awhile, we need to polish the currently available content.
A polishing update coming soonWe've been working hard to make Night Spasm free of errors. We have some little features and a lot of new items coming along soon in the next update. This update will make what already exists in Night Spasm perfect; from that point, we can start adding new features. If our audience grows, we'll be sure to add as many sense-able requests as possible.
We will take "the break" after the update. We'll only release new updates for bug fixing purposes and potential dialog revisions. Please feel free to contact us via Twitter (@master_moes) or through our Steam Community page (preferably through Twitter).
Final notes and projectsBesides video game development, we're going to work on our social media and create a FanFaction website. We recently completed writing our Code of Conduct, so we need a place for it (and other information) to live.
We will also rework our Steam store a little bit with new trailers and more Steam functions. Steam's UI is a little messy and complicated, so this may take some time.
Lastly, I'd like to announce that we will be offering video game development resource commission services. We're still deciding which ones to offer, so follow our social media and Steam Community to see the upcoming info.
Thank you for reading this announcementFor more information, follow our social media listed below and follow our Steam Community page. Thank you and have good day!
Twitter: https://twitter.com/master_moes
FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ
My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw
Email:
[email protected]