June 2018 Blog Update


This blog post is a little late, sorry about that.

Life Stuff

We took a bit of a hiatus this month, I’ve been having to work some extra shifts at work so it’s set me back a little. I’m preparing to go back to Vietnam in September to get engaged so it’s been a little hard to find the time to work on things.

We had E3 earlier this month and it was pretty meh overall but Nintendo finally showed some of that sweet sweet Fire Emblem but it’s a 2019 game… Still it is what it is, I probably shouldn’t of expected Switch Year 2 to continue the same momentum as Year 1 did. This month I picked up Crash Bandicoot and Ys VIII for Switch and started Mario Odyseey again. Last time I played Mario Odyseey I got around 720 moons, I’m at 640 now and I am struggling with the same damn moons (curse skipping minigames!). I want to 100% Mario Odyseey before starting Cash Banooca but idk if I can do it… it fills me with rage xD

The Thing 2 RPG v2.6 Update

Art: Arteaga is still working on icons and I know he’s been doing that for a while but they are looking so damn good. After this will be some new enemy designs which I will showcase in blog posts as they are completed.

Dev: I was on Hiatus this month so I haven’t quite finished what I was doing, here’s what I managed to get done:

-In Story Mode you can create and manage an “Away Team” that can get sent off on a resource collection mission. After a timer expires you can control them separately with their own equipment and characters. This is about half done, the setup is there to make and manage the team but I still need to design the maps. There will be 10 generic maps that are chosen at random along with random mission variables like the game deciding what sort of items there will be to find, what sort of enemies you fight and how many there are etc.
-I implemented the Ghosts and Whispers sidequest but decided not to make it unlock additional boss fights, instead it has its own unique boss fight and the other 5 planned boss fights that would have been unlocked are now added to the game. They are going to be Gen Inc Agents hunting you down, they just need graphics but their mechanics are done and they all have a unique gimmick to make them different from other enemies.

Planned: A lot of the planned stuff is artwork based, all I need to do is integrate artwork as it is completed, finish the away team mechanic and test the game as much as I can before release. With the redesign of the character sprites we may also have to resize some areas so I need to comb through the game at some point looking at this.

A lot of the slowdown is due to the time it takes to make the art, Arteaga is but one man. I hope to wrap up my development work on the project this month so I only have to go into the game to replace art assets here and there. That way I can focus on PW’s development.


No major news this month, The Thing 2 RPG is stealing all its Thunder right now :P

PW Team: Richard2410, SadonriiArteaga


I am now open to taking Donations and have added a page on my site with more information about what the money (if any) will be used for. If your able to help us out I’d really appreciate it.

For more information on Donations go here.
To Donate click here. (Any amount is welcome)


That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)



6 comments on “June 2018 Blog Update

  1. God news, good news.
    I know that it’s like 3-4 months that i want to play again the game.
    And i see that we are coming closer and closer to a new release

    • It’s still scheduled for a 2018 release but I don’t know when. There’s a bunch of art assets we want to redo so we can sort of finish it one last time.

  2. I would have replyed before, but my email somehow did not notify me that you had posted a reply…

    In short, that’s precisely why even if i’m almost dying (exaggerrating) to play the whole games again i am forcing myself to wait.

    I will be honest. I greatly enjoy your games, but by far my favourite one is the Prequel. Natalie, Rachel, the whole setting on the ship, the enemyes art…i will be honest. Of all your games, the prequel is the one that deserve to have a price put on itself. The quality is worthy of a game that could be sold. While your other sequels…good, very good. But i feel they lack a something more that the prequel had.

    In short, having the chance to see enemyes of Prequel with improved art is worthwhile the waiting in my opinion.

    Also, why i’m always the only one to interact with you. You deserve more comments, more critics, more praises.

  3. Probably i’m more emotionally attached to the characters of Prequel.
    Like Rachel.
    Now, people could say that it’s obviously because we see her naked in the prologue.

    But in truth, it’s because she do not deserve her fate. The picture of her being assaulted in the shower is, in my opinion, strong and gruesome. You can’t help but feel pity and horror for what’s happening.

    And then you would like to be able to save her. And the whole Irvin vs Rachel event leading to the boss fight is another sad moment.

    • The Prequel is my favorite mode in the game too. It’s the one mode that I actually got to write characters for and have a more original setting. The other modes in the game are more closely based around following the story setup by the movies and aim to go for a mission structure like the actual 2002 game but the Prequel allows a lot of exaggeration on my part and the free roam aspect works better in the environment. It also helped that due to voice acting I was able to actually add more personality and write a script for characters. I also had some help from Cody Ball with the initial character concepts and I think the voice actors did a wonderful job.

      For the next game PW we will not be having perma-death characters this time around and will try to capture a better story for the characters involved.

      • Perma death characters is not a bad thing, i wouls simply give the chance to the player to make a few number of characters, like 4, to become immune to perma death (like infection from the Thing ).
        Like having from the start 4 1-use only items that can make someone immune to perm,a death.
        And if you waste all of them of the first characters you encounter, it’s your fault.

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