Hello! I'm Zanzlanz, and welcome to my 2018 Projects video!
[Whee!]
Before I get into what my 2018 plans are,
let's see how my plans went from last year and what projects I worked on throughout 2017.
This first part sort of adds a narrative to the 2017 recap post I've made,
so if you want the details of what I did last year check out that post.
So for the first part of 2017,
I was back at university. One of the first projects I worked on was Fynnland.
[Patrick yelling "Fynnland"]
I once again got the pleasure to work with the talented pixel artist friend of mine, Pik, and a talented music friend of mine, Gap.
We released a demo of Fynnland in May and you can play it online
or watch the trailer video to get an idea of what the game is about.
Anyway after the demo was released, everyone was super supportive and positive about the game,
so later in the year we both decided that we're gonna keep working on it.
Although progress became slower after that, we now have a much better idea of where we're taking the game in the future.
Around that same time I was working on Frisbio,
that multiplayer this game I teased last year.
It's kind of unfortunate, but there were actually some issues with the specifics of the gameplay.
So the project was kind of pushed aside for more important things until I could figure out how to make the game more fun.
Besides, before I knew it, it was summertime!
I received an email offering an internship at a startup game development company,
where I got to work alongside some friends I knew.
It was honestly the best job opportunity I could ask for. So for a few months, I worked as a programmer intern.
A side-effect was that I had hardly any time to work on Zanzlanz-related things over the summer.
But! I did turn 21.
And throughout the year I still worked away on the Mine Blocks update, 1.29.
I really wanted to release a new version, but there was just too much to do.
I'm currently recoding every single one of the mobs... completely from scratch.
It's a ton of work,
but it's necessary for the project as a whole.
I got through a lot of it and was able to spend some time on adding new features,
but there's just a lot of stuff to do still.
The reason I'm re-coding all the mobs is mainly for a big plan to port my games to Haxe.
As some of you know, Flash will no longer be supported by default on your browser after the Year 2020
But thankfully, in 2017 I actually made major progress with learning Haxe.
I started building a game engine in it for my future projects,
and I learned how to port my older games to Haxe pretty easily.
I was even able to get a working version of Spike Tower running in JavaScript and C++,
thanks to Haxe.
In the end, Haxe is definitely the next step, and learning it last year was really really important for the future of my games.
That's about it in terms of game-related stuff last year. As for music,
I released two new tracks: "Hexagon and On" and "Let's Do It".
"Hexagon and On" is an eight-minute chiptune track that I released everywhere,
including Spotify and iTunes, and all that stuff.
[Hexagon and On plays louder]
Then I started working on two new albums: one for chiptunes, and one for dubsteps.
Last year,
this channel surpassed 10,000 subscribers!
That's like... if every subscriber was a jelly bean,
it would fill a jar up with 10,000 jellybeans! Thank you so much for subscribing guys!
Well, that's an overview of 2017.
It was definitely a busy year with lots of learning, but not a whole lot of releases.
Now let's see what my projects are for 2018.
Here are the projects I'd love to work on.
The first project of the year is to continue working on Fynnland.
In particular, my goal is to reach a state in development where most of the main gameplay is implemented
So Pik and I can then pour our ideas into the game to make it as good as we imagined it.
Since I'll be graduating University this year, it's important we're in a good spot to work remotely rather than in person.
In the meantime, the second project I've been working on since early December is called RettoBot.
You have no doubt heard of cryptocurrencies like Bitcoin,
but if you haven't, then maybe you know about stocks, or the fact that the price of gold changes over time.
People all over the world are traders over these markets, meaning they buy and sell these currencies in order to make money
One technique people used to make money is to trade using a bot, so instead of manually buying and selling, a bot runs automatically
trading the market when it sees the price go up down.
It's a pretty cool concept, but most simple bots aren't good;
they lose money for new traders. And this is why I made RettoBot.
It's a website that allows anyone to develop and test their own bots on historical data,
meaning the algorithm will instantly run on years of previous prices.
My hope is that people will be able to use RettoBot to create their own bots,
so they can later launch them and get lots of money without really doing anything!
So in my free time I've been working on that.
Hopefully I can release it soon so people can start fooling around with it,
and my goal is to have it ready within the next couple of months.
This year I also want to start porting my old games to Haxe.
I want my old games to still work when Flash becomes obsolete in 2020,
so I have to kinda go through them all and convert them to Haxe games at some point.
It'd be really cool if I could come up with a nice easy way to port my games,
at least the ones I made using only BitmapData (which is everything I made after,
and including Human Apocalypse I think),
so this would include Mine Blocks 2 and some of the games I haven't released yet
Yeah, so this is a longer-term plan. Something that will probably take years to get through. But my goal is to start this this year,
and port a couple games at least. On the same topic, I'd like to continue working on my personal Haxe game engine.
It's a WebGL engine that supports fast rendering,
shaders, and even 3D game development.
So this would let me explore new possibilities and make new types of games that include
some game ideas that have been on my mind for a while now.
My goal is to simply work on the engine. Like, the next step is to colligate draw calls...
and we'll see where it goes from there.
Of course, no project video is complete without talking about Mine Blocks!
Well, since no new updates happened in 2017,
the plan is pretty much the same as last year:
I'll finish re-coding the mobs, add the rest of the features on the update list, and release a new version.
Also, it might be a good idea to start working on the port to Haxe this year.
Then I might be able to release simple versions of the game just for fun.
But yes, Mine Blocks 1.29 is still in progress.
There are 24 more features to add and 13 more bugs to fix before the update is released.
I still don't yet have a planned day of release for you, BUT I'll keep you in the loop on the Twitter and Facebook pages.
Another one of my high priorities is Spike Tower.
Of course, I really want to finish and release it, but it keeps falling victim to feature creep;
I just keep adding more and more features to the to-do list and I simply just have to keep poking away at it until it's done.
While I don't really know if I'll be able to release it this year still,
I'll at least be hoping to make significant progress on it. My Spike Tower goals for the year are to finish the characters system,
develop a simple replay and scoreboard server,
explore tweaks to the gameplay, and then start working on another major game mode.
[Naice]
Okay, for Frisbio,
I would love to conquer that gameplay issue so I can make a simple version of it to release.
There's not a whole lot I need to do to get to that point,
but the project itself isn't as high of a priority as my others,
So for now I'll say: my stretch goal is to fit time in for this game and release a first version of it by the end of the year.
I think that would be neat!
So that's about it for my game development plans,
but I also have some plans for music. My main actual goal is to release that SpongeBob remix
I've been slowly making for the past few years. I just really want to have that out there.
And then... I also really want to continue working on my chiptunes album and dubstep album.
I don't really plan on finishing either of those this year because I want to spend more time making games, but I'll work on them.
The final project I'm experimenting with is maybe a new website design.
I would love for my website to be kept up-to-date and grow as my projects grow,
So a redesign would support new game formats, experiments, my music, and even viewing on mobile.
I'm hoping to work on that over time, but I don't think that a full redesign will be released this year.
So yeah! Those are my projects. I think this year in general is going to be pretty unpredictable...
I mean, I'm not sure which projects will make the most progress, or where everything will go as the year progresses,
but what's really cool is that there are a ton of possibilities and opportunities this year.
All right, so links to pretty much everything I've talked about in this video will be in the description.
And if you want more details about what I worked on last year check out that
2017 recap post I wrote.
If you want to visit my projects video from last year, check the video link to the left.
If you're from the future...
you can click on the next projects video for 2019 on the right.
Old man: But who truly knows the mysteries of next year??
Uhmm... w-w-well thanks for watching guys! I hope you have a wonderful year!
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