Facebook, Twitter & Website Launched!

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24 October, 2017

Okay! After a solid week of work, I'm pretty happy with what I've got here! I've got working blogs with comments, email updates, contact form, decent enough landing page and all! Now that I think of it I'm not entirely sure why I didn't use what I'm sure would be one of a million open source forum equivalent back-ends out there to handle the blog stuff, but I suppose it was the visual styling which took way more time than the programming anyway so whatever. It was fun. I do have a bad habit of wanting to code everything myself instead of using third-party stuff...

Facebook and Twitter are up! But they're a different story. Just building a fan-base on each platform is going to take so much work. I've been trying to post on Twitter (still getting a handle on how to use hash tags effectively) and my number of followers has actually GONE DOWN in the last few days. Bastards! I need to do some more reading on how to be a social media tycoon. I'm kind of hoping that my natural charm and humour will just lure people to me... right? No, but not if nobody even sees it in the first place. Groan.

Well, I guess I need to address where to next! I actually really wanted to get a Kickstarter happening around this time of year, but I'm starting to think it'd be better to build a fan-base *before* getting Kickstarter up. No point having it sit there without anyone even seeing it...

I need to do some more design work on features. I've already got some great ideas. Initially Apathy Goat was basically just going to be the one arcade-style level, repeated on different planets, with the difficulty steadily increasing and new mechanics being thrown in. That's not good enough, though. So I'm planning more of a story mode now, with totally different styles of gameplay--a kind of 2D typing platformer level where you have to escape the farm, a driving level where you'll control the car with the mouse while typing, etc. etc. One of the "revelations" I had was that I could apply typing to ANY style of gameplay. I didn't need to shoehorn myself in that little arcade mode. It does bring to question whether I'll need to design whole new sets of skills for each level, though. It'll be a bit weird upgrading skills that only work on one "type" of level." Certainly it'd be good to expand the skill tree more, though.

Anyway, that's enough for tonight. I need to make a few mock-ups of how I envision some of these levels will look so that I have something to chuck on the home page. Running out of time before Christmas... ergh.


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