I did a presentation on The Plucky Squire for PAX AUS this weekend. It was great fun! Described as a showcase, it's really more of a Making Of, with some exclusive behind-the-scenes videos. If you're interested in how TPS was made, check it out!
I would advise against making a game in 11 languages where you can remove and replace words to create new sentences. That's all I've got to say about this.
We're bringing The Plucky Squire's world of words to 11 different localizations with voice acting!
Português do Brasil
日本語
Español
中文
Français
한국어
Español (LATAM)
Pусский
繁體中文
Deutsch
English
🔊Sound ON to hear our narrators from around the globe
Had a minor heart attack when I saw
@digitalfoundry
analysing our performance. Glad to hear that they got to 400FPS! (Pfft, I've had 600FPS on my 4090, amateurs).
BUT! I just wanted to address the "Unreal stutter" that
@dark1x
mentions in the video...
Today on Digital Foundry, we had to share our excitement about The Plucky Squire - a remarkably fresh, exciting 2D/3D genre hybrid that looks simply beautiful:
The Plucky launch happened at 2am for me, so I was up at 3am to see how we got on. Worth it! Blown away by the reception. It was really not an easy game to make, but the whole team poured the entirety of their heart into it, and it looks like many have noticed. Thanks to you all!
Some time after launch, I hope to share the dev videos we sent to Devolver during development (mostly in 2015). It's really interesting to see how things progressed, and what was cut.
We are finally able to announce that The Plucky Squire will release on J̵a̵n̵u̵a̵r̵y̵ ̵1̵7̵t̵h̵ ̵2̵0̵2̵5̵ September 17th 2024!
Please watch this announcement trailer in which we mercilessly toy with your emotions..
We've actually taken care to eliminate the stutters in The Plucky Squire. I say we, but I mean the amazing
@LiloJames
from
@WhitePaperGames
. James implemented our PSO caching by gathering shader data across the game so that it doesn't need to be generated at runtime.
@LiloJames
@WhitePaperGames
I have no idea what that all means, of course, but James does, so that's all we need. The examples from the video were a saving hitch that we are still yet to eliminate, and Jot's collision sphere getting stuck in the book's collision while trying to jump in.
For you early rising European types, all of us
@apossf
showed a brand new trailer for The Plucky Squire at last night's PlayStation Showcase! Check out more of that 2D/3D Jot magic right here. (Also, don't worry we're still coming to lots of platforms, please don't shout at me)
Off the page and into adventure!
A new look at The Plucky Squire from
@apossf
highlights the adorable heroes and their dimension-jumping battle against the vile Humgrump!
Wishlist now wherever you please.
Been overwhelmed by the response to Swords of Ditto in the two days since launch. It's really too much to process. While there are lots of positives, we're also aware of technical issues that are hampering the game for some people.
The Swords of Ditto: Mormo’s Curse is an expanded version of the charming adventure RPG!
New areas, new quests, new toys, new baddies and no more permadeath!
Coming to Nintendo Switch on May 2 in Americas and Europe, May 9 in Japan.
Preorder Now:
Making games is hard and I find releasing them the hardest. So for every single person who has taken the time to tweet at me to say lovely things, I just want to say that I appreciate it so much. ❤️
Oh, release day. Release day is hard! You slog your guts out to get there, only to face the trials of the queue of people who are paid to criticise you (reviews), reports of bugs you never found and the people who are angry you didn't make the game they had in _their_ head.
@MauroDias13
You did it! You turned something totally positive into something negative. And just by nitpicking the most tiny details! Amazing work! Good luck on your journey, brave keyboard warrior. 🫡
The first of our Summer Updates for The Swords of Ditto has just gone live on Steam! Lots of changes! No more time limit, starting at the grave instead of walking there from the house, and many other improvements. Check a look at the list. L@
@K
While making the Swords of Ditto (then called Legend of You), I would compile videos of what we've been working on and send them to
@ForkParker
in the hope that I could prise some cash out of his tightly-clenched fists. This was the first attempt...
The reaction to our trailer has been overwhelming, I must say. We didn't expect that at all.
However, somehow I'm still sat in my house in my jogging bottoms, being harassed by cats, with my head in my hands, crying "WHY WON'T YOU WORK?" at a screen.
That can't be right.
Now with selectable and upgradeable characters (in the form of Badges), save slots, and more! Also PS4 gets the time limit changes, new levelling structure, etc. etc. Too much to mention!
The Sword of Ditto's 'Timeless Update' is live with sweeping changes to each adventure's structure and progression based on community feedback! Grab the game for 33% off for a limited time:
Today was a good day in Ditto dev. We crossed that point where the hardest part of finishing is now behind us. Now we get to polish and refine. It feels good after three years of being largely burrowed away. And there's quite a bit of exciting news yet to come!
Been quiet on here for a bit while concentrating on the ol' workload. Got lots done in that time (1.09 now live on PS4!), We are now working on updating and improving Ditto - big plans, both short and long term. Coming soon to a Swords of Ditto-playing device near you!
The game releases tomorrow but I still had to work my nuts off today. Oh boy. Looking forward to next week (when those pesky reviews are out of the way)
It's time for a pre-announcement announcement! My old friend
@JamesTurner_42
and I have formed a studio, All Possible Futures. Our first title will be announced *very soon* with a killer trailer. Keep an eye on
@apossf
for details...
Classic problem Steam review. Says we're claiming something we're not (the tag is Co-op, which our game most definitely is), leaves a negative review because of his own misunderstanding and then refunds, while the review remains. (Refunds should delete any reviews imo.)
@LxFrancis
I shit you not, less than 10 hours after I launched my current game, someone was on the forum saying that it had been abandoned. They also complained that I wouldn't reply to them, but this was in fact because I was asleep (being UK- not US-based).
I sat down the very lovely Gianni at PAX to chat about everything Plucky Squire. I really enjoyed this interview - Gianni did his homework and asked some great questions.
⚔️ THE PLUCKY SQUIRE is a fun playground for
@onebitbeyond
&
@JamesTurner_42
where any game idea can be explored. We sit down with Bidds at
#PAXAus
to chat about this gorgeous upcoming game.
Listen, watch or read our interview on the Lightmap podcast
I tell you, this is *by far* the most challenging game I've worked on. Cutesy look be damned, this has been a series of v difficult obstacles to overcome. Who'd have thought a HD randomised Zelda that created a new world based on your previous actions would be hard?
Here's another of the development diaries we made during Swords of Ditto dev. See our swish map editor, and the Pizza Restaurant dungeon that we eventually cut.
In future, when people ask me why there's no online multiplayer in Swords of Ditto, I'm going to refer them to this article on
@CellarDoorGames
excellent Full Metal Furies.
Someone played through Mormo's Curse - all the way to the Proper Ending - meticulously noting every single thing that he found wrong or imperfect. It's really quite astonishing. 60hrs & 2,800 words! He's a one man QA dept. "I want to say that this is one of my favourite games" ❤️
We're hiring for The Plucky Squire! Details at or over at
@apossf
. Work in the fancy time zone with me on design/code, or make beautiful art with
@JamesTurner_42
in that other time zone that I don't miss at all.
We're working hard on solutions, but there are just two of us! If you have something to report, please fill in this form so that we can look into it. Thanks!
Swords of Ditto Switch patch 1.16.03 went live while I was sleeping! This contains so many fixes, dating back to before the game was released. I am very glad to finally have this build live. :) Details attached!
Not gonna lie, it's nice working away on something without any outside knowledge for two years. Equally though, that feeling of revealing it to the world cannot be beaten.
Nintendo are back from their Golden Week break, and they have passed our 1.14.00 Switch build for LotCheck! It will be live in about an hour. This will remove the permadeath issue and implement the touchscreen for handheld mode.
Mormo’s Curse also meant a port to GameMaker Studio 2, which on a purely technical level means:
- No more DirectX 9!
- No more PS4 memory problems (turns out a bug meant we had 1GB less than we should’ve had!)
- Better support for all platforms
- It’s faster, baby
Ditto’s overworld is now richer, denser and more focused. There are more things to do and find, and there are four new areas to explore, two of which are chosen for each story.
If you're reviewing Swords of Ditto on PC and had some crashes in the latest build, please try the latest update. It should be just great now. Downside of not having in-house testers working constantly. (I miss those guys)