Welp, after a few of years of indie game dev, I’ve decided to take a break and focus on some of my other interests. With that understood, I’ll be removing the games I have for sale on the App Store & Steam, and will be dissolving Wanana, LLC. My free games that are available on itch.io will remain as is.
Also, it’s nice to have a place to jot down my thoughts and progress on things so I think I’ll keep this blog around in order to continue doing that. 🙂
I’m really jazzed to finally launch Toy Gun Office Simulator on Steam! Currently I’m working on an update to fix a handful of bugs and add a few new features. I may add Steam Achievements and different types of guns in a future update.
Anywho, it’s really exciting to have Toy Gun Office Simulator in the wild!
I’ve finished the fourth level Toy Gun Office Simulator will be launching with! In this one you try to survive waves of enemies trying to shoot you with their own toy guns. I tried to make this feel as close to how a toy gun fight would in an actual office with your co-workers and am really happy with how it turned out. This level’s definitely my favorite so far and the handful of folks I’ve had test it really enjoyed it too. 🙂
I’m excited to report that my Steamworks Developer account has been approved and I’m currently going through the process of submitting the shooter game, which is now titled Toy Gun Office Simulator, to Steam! Here’s a taste of the game’s description:
Toy Gun Office Simulator is an action VR shooter where you test your mettle in four unique, atmospheric levels. Improve your sharpshooter abilities and survive as many waves of targets as your can!
I’d like to have Toy Gun Office Simulator released by the end of August — which nearly meets the “have one game self-published within a year” goal I had about a year ago when I setup Wanana, LLC.
I’ve been working on a SHMUP-style space level for the game. In it waves of targets move towards and past where the player’s standing. I was a bit concerned with motion sickness but since we’re doing this whole “augmented office” look-and-feel — having the persistent office scene that the game’s overlaid on seems to ground the player well and prevents them from getting sick.
The level also has these boss waves that breakup game play and provides another challenge for the player to conquer. I’m pretty excited to have some folks play test this one!
As of this afternoon the skeleton level is done! Or at least done enough for folks to start play testing it. I’m a bit of a fraidy cat so it’s been a little stressful building this level where you really have to keep your head on a swivel. Overall I’m really happy with how it’s turned out. Above is a GIF of how things are currently looking.
I’m working on a space shooter level next. A lot of its components should already be built out from when I was prototyping things so hopefully finishing that level will mostly consist of putting a bunch of pre-existing pieces together.
Over the last couple of months I’ve been busy prototyping several shooting levels for a potential VR Game. They’re all extremely rough but I’m quite happy with most of them and am planning on expanding them into a full-on, actual game. Some of my favorite prototypes are a whack-a-mole style shooter, dodging asteroids as you’re shooting them apart, and defending against waves of humanoid attackers.
As you can see in the screenshots, the prototypes all take place within an office environment. I like the idea of a video game existing within augmented reality, with your co-workers unaware of what you’re actually doing, so I think that’s the direction I’ll be going in for now.
This office/AR concept also lends itself to a lot of interesting juxtapositioning of things. Like deers grazing beside a water cooler, vikings attacking around a conference table, or space ships flying past the building’s receptionist.