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So the game sailed through cert, first time, which was never really in doubt; Pocket Sized Hands are excellent, and the build’s been in great shape for months. But I’m not quite finished with it.
Wil Overton – who did the outstanding key art for the first game – was caught up in the horrific layoffs that Microsoft inflicted upon their gaming division, a couple of weeks back, which meant he was no longer under a no-compete. I really wanted the sequel to have more of his art, but it wasn’t looking possible until MS shat their pants. Despite us being days away from the production run for the physical editions, we managed to pull the handbrake and delay just long enough for Wil to work his magic. And oh boy, it’s magic.
So I’ve got to replace all the bastard capsules, on all the storefronts, with new art, AND re-do all the XBox achievement images, but it’ll be worth the pain. I can’t thank Wil enough for rushing this through at the last minute for me.
No progress since the last update because…
Yup, a real, actual paid gig, for earth money, making web games.
I won’t bore you with the financial details of being an Independent game developer in 2025, but it’s about as bad as you’ve heard. And I’ve kinda been doing alright, in so far as, I have paid my mortgage, and I will have a game out next year that might make some money. Might…
The 2025 games industry is a trash fire. An absolute shit-show, top to bottom. A lot of my friends have either been laid off, or are fearing it. Publishers aren’t signing stuff, and the storefronts give zero fucks. It’s genuinely the worst I’ve ever seen it, in my 20+ years. So I’ve had my ear to the ground since the new year, in case something popped up that could either give me a cash injection, or some stability. And something popped up. 2D web-based games, in a tiny team of ultra-experienced OG game devs. It’s about as perfect as perfect could be.
So this week I’ve been getting my head into Typescript, PIXI.JS and learning a new code base. And thoroughly enjoying getting to do some 2D stuff again! The old tricks never die.
Gilby’s going to become an evening / weekend project for the foreseeable, which is fine by me. And hopefully by you. Triple Eh? won’t die, I’ll still be doing my thing, but now with a hell of a lot less stress and pressure.
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Source Code:
I'm slowly open sourcing as much of my code as possible. It's not generic — it was all written for a specific use-case, for specific games — but it could be useful, and it might spark a few ideas:
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