Thursday, 6 November 2025

Update on Captain Disaster and the Two Worlds of Riskara

This is a bit hard to write but I guess most people will have thought it's probable by now - I won't be shipping the game in 2025. It's so close to completion in a lot of ways but I've had difficulty getting the last few things done ready for a final test phase. There are numerous reasons behind this but suffice to say that creating a game of this scale in your spare time is a difficult proposition at the best of times - and certain circumstances over the past year meant I didn't have the best circumstances to be able to work on the game in the way I needed to. (Not looking for sympathy or about to go into details - it's just life, and like sentient pizzas wearing nose-glasses, it happens.)



Part of the problem has been struggling for motivation, which is again down to a few different factors - my recent small project (AGSnake: The Last Bite) was an attempt to get myself back into it. To some extent it's worked (and it was a project that had been in the back of my mind for some time - I'm pretty pleased with how it turned out)... I just need to find that extra 10% to push myself back into the zone. Well, maybe more like 20%. At most, 30%... but I digress...



On more positive news, I've had some great voicing completed in recent months to really bring the characters to life. The voice cast now includes Sally Beaumont, Katie Aitken, and AGS Forum alumni Durinde, SinSin, Cat, Mandle, Viking, TheBitPriest, ManicMatt - the biggest problem I have with the voicing now is that I often don't like my own voicing in the game! I may need to redo a lot of my own lines, but it will be worth it to improve the overall quality.

Anyway, my currently plan is to release the game early in 2026, but I'm not setting a definite release date yet (although I do have a particular date in mind) - I only want to release the game when I'm really satisifed that it's finished and as good as I'm going to be able to make it. In all likelihood, sales are going to be nothing life-changing, so from that point of view I don't have sales pressure to release it - on the other hand, I don't like feeling that I've let people down because I led people to believe the game would be released this year. But again, life happens - I'm not the first, nor will I be the last, indie dev who has to push back release - in fact two games I've backed on Kickstarter have announced that their games will now be out in 2026 (yes, that did give me a little push to make this announcement publicly).



Speaking of other games that are coming out in 2026, check out Confidential Killings by Brane - with graphics by Lorenzo, the artist for Captain Disaster and the Two Worlds of Riskara. It's an atmospheric murder-mystery - the demo will give you a really good idea of the flavour of the game.



Well that's it from me, for now. If you're looking forward to the game, maybe drop me a comment here letting me know - that could go a long way to helping me focus on the final development stretch!!


Sunday, 26 October 2025

New game released! - AGSnake: The Last Bite

For reasons beyond my understanding, I've wanted to make a Snake game in AGS for years. Needing a small side-project to help me focus my brain for the last development stint of Captain Disaster 3, I decided now was the time to make it. I had fun working out the game mechanics, how to track snake music and direction, collisions etc - yes you heard me, I found it FUN! - anyway, I added a few features to hopefully make it more fun, like power ups / downs and 2-player cooperative mode. 

 

Hope you enjoy it!


Incidentally, I subtitled it "The Last Bite" because it turns out that another AGS user had the idea of developing a Snake game with the name AGSnake - albeit, 14 years later, that hasn't been released (but don't give up hope, you never know!).

Monday, 29 September 2025

Voice test - Corneliustin

Corneliustin was a fun character to write - he's kind of a cross between Stan from Monkey Island and Foghorn Leghorn. When we released the demo which had no voicing, I watched a few playthroughs where the person playing was adding their own voicing - and without exception, everyone voiced him as a Texan, so my writing must have been reasonably successful!

Here you can see - er, hear - Rob McManus with his spot-on interpretation of the character.

(Incidentally the sparks one the faulty control panel affect my first couple of words. It wasn't me doing weird things with my voice!!)


Sunday, 28 September 2025

Captain Disaster Audiobooks


A long time ago, in a galaxy pretty nearby, I started editing my original set of short stories starring the beloved space doofus and recording the results as audiobooks. I did the first five, and now I'm admitting defeat - I just don't have the time or energy to complete these. With the first 5 already recorded and available, I have made the decision to simply leave things as they are, but reduce the price from $10.99 (originally had 11 episodes to edit / record) to $4.99, to reflect how many episodes are actually available.





Below is an excerpt from Episode One, and the Itch page has excerpts for all 5 episodes.

Click here for the relevant page on Itch.


Thursday, 4 September 2025

Website milestone

In the big scheme of things it means nothing of course, but it feels quite significant to me - this website has now gone past 750,000 page views. Or, to put it in a way that perhaps sounds more impressive, three quarters of a million views.

That's all - it means nothing really, but I do love a good milestone! :-)


Sunday, 24 August 2025

Flash Sale (Captain Disaster in: Death Has A Million Stomping Boots)

60% off at Itch for 3 days:





Thursday, 14 August 2025

"So Retro" bundle offer

Until the end of August 2025, my two very, very retro games on Itch are available for just $1 each, or $1.50 for both!


Can you stay alive against the evil Crimson Tide Consortium in The Ancient Art of Staying Alive?

Can you guide enough snowflakes to their destination in the fiendish puzzle game Snow Problem?



Or even... get both?!!?!? Yes, two full retro game for less than the price of Horse Armour!




Monday, 11 August 2025

Riskaran Voices

I wish I had a really exciting announcement or update to give you, but really at this stage all I can say is that slowly, steadily, but more slowly than I'd really like, the voice lines for the game are getting recorded, edited and checked.

So... yeah, that's it really. Work progressed, wishlists (hopefully!) increase, and we edge closer to a release candidate. It's true that I've had a few delays with both my own voicing and some cast members, but I think it's fair to say that we're well past the halfway mark now.

Soon I'll post a video or two with multiple characters speaking so you can get a real feel for how the final game is going to be, but in the meantime here's a screen grab of a voice line cut out and ready to go into the game...



Tuesday, 29 July 2025

Developer notes for the Adventure Game Missing Word Quiz

This project took quite a long time and was a bit frustrating, for similar reasons to those I encountered when developing Noughts and Crosses and Wildards, Oh My! - for want of a better description, after a while the AI seemed to get "confused" about what was happening, and in fixing an issue, it messed up something that was working perfectly well before. (Admittedly I have encountered this phenomenon many times before with normal coding!) I used Gemini for this project - although in retrospect I should have used 2.5 Pro instead of 2.5 Flash - it has the advantage over ChatGPT that you can preview the running code in the console, which is a nice time-saver for testing.

As with most of the other projects, the initial phase got something working along the lines of what I wanted very quickly - in this case particularly, with gathering a lot of data and structuring it for use within the web page, the time-saving was fantastic. Then once again, just on the cusp if it becoming what I wanted it to, things started to go wrong. In my secular job I use AI for data analysis, drafting documentation and prototyping - and this is still where I believe the key benefits of AI exist at this stage, quickly putting something decent together that can be refined by humans (possibly with the assistance of AI, possibly without) - but that step from conceptualising to prototyping to the finished article seems, at present, to be a difficult hurdle.

After trying and failing a few times to get it to the state I wanted it to, I asked AI to take everything I'd already asked for and turn it into a comprehensive prompt to start the process from scratch (still in Gemini). This accomplished, I started a new conversation with this prompt and began again.

As it turned out, there was still a long way to go. The game was working absolutely fine until I asked it to introduce an extra step to choose the game length (10, 20 or 30 questions) - something about the code logic was failing here, and I couldn't get it right. One of my rules for this experiment of using AI to create small JavaScript games was that absolutely everything had to be done by the AI - so I didn't investigate the code myself or make any changes. Eventually I had to abandon this idea and go with a straight set of 20 questions each time.

Again, when I asked it to add social media buttons it worked great, but when I wanted to add a tweak later, things started going wrong. Now I must admit, my knowledge of the limitations of vanilla JavaScript is very... well, you know, limited - so perhaps the AI itself was not entirely the problem here, although eventually I did get it to work how I wanted it to (or at least, I think I did).

There was also the odd case of some hallucinating publisher information - it came up with a fictitious publisher for my own Captain Disaster games, and when I pointed out this error, it hallucinated a different publisher! (By "fictitious" I mean it was not the publisher for the games, not that the publisher itself didn't exist.) I solved that - I think! - by telling it to use the developer name for indie games where no publisher was specified. 

I ended up using about 50 prompts to reach this stage, and I realise now that I added things at early iterations that I should probably have removed (or realised would not be needed later) - for instance, I started by getting it to pull the game titles of just the major series first - Monkey Island, Broken Sword, Tex Murphy, King's / Space / Police Quest - which obviously created a lot of duplication in my early tests. So, I added the key title words to the exclusion list (so they wouldn't be repeatedly used when the game was played) - this made sense at the time with a database of about 30 games, but with it expanded out to the current list of 217, it would actually be better to take them out of the exclusion list. (I'm a little reluctant to do this now, given that previous simple requests have caused other things to fail!)

All in all, this has been an interesting development project and I'm reasonably happy with the end result (not saying I won't necessarily tweak it occasionally, of course!) It's been interesting comparing the strengths and weaknesses of this development methodology compared to my normal coding efforts. Other AIs - especially paid ones or those developed specifically for coding modalities - may be better, but for the purposes of my experiment, I'm only using free models. There are ways in which AI can aid the coding flow, but certainly at this point any idea of AI replacing that flow seem a long way off (I'm not saying it would be desirable for that to happen, I'm just considering what is possible).

If anyone else out there wants to create apps with AI, it is certainly possible - but being able to clearly states your requirements and have an understanding of the underlying logic in the code, even if not the code itself, is important. I guess this was actually a moderately ambitious project given my self-imposed limitations, but it's something I'd had in mind to do for quite some time.

Anyway, I'm probably going to leave AI alone for a while as I have lots of voice lines to process for Captain Disaster and the Two Worlds of Riskara (no AI code, art, music, voices etc in that one!! 😎 Just lots... and lots... and lots of work...)

Monday, 28 July 2025

Adventure Game Missing Word Quiz

Adventure Game Title Challenge

Adventure Game Title Challenge

Score: 0/0
[____]
Year: N/A | Publisher: N/A

 




Developer notes for this game.