{"id":453,"date":"2014-10-20T14:02:56","date_gmt":"2014-10-20T18:02:56","guid":{"rendered":"http:\/\/www.defectivestudios.com\/devblog\/?p=453"},"modified":"2014-10-20T14:03:39","modified_gmt":"2014-10-20T18:03:39","slug":"newness-inbound-but-first-a-look-back","status":"publish","type":"post","link":"https:\/\/www.defectivestudios.com\/devblog\/newness-inbound-but-first-a-look-back\/","title":{"rendered":"Newness inbound! But first, a look back&#8230;"},"content":{"rendered":"<p>Hmm, it\u2019s been a bit, eh? \u00a0Looks like it\u2019s time for another Defective recap post! \u00a0In fact, a lot\u2019s happened and we have a lot to say about it all, so here today we\u2019ll lay out the broad overview of what\u2019s been going on, and soon, we\u2019ll be putting up individual blog posts about a few of these things.<\/p>\n<div id=\"attachment_457\" style=\"width: 507px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.defectivestudios.com\/devblog\/wp-content\/uploads\/2014\/10\/Defective-at-FIG.jpg\"><img aria-describedby=\"caption-attachment-457\" decoding=\"async\" loading=\"lazy\" class=\"wp-image-457 size-large\" src=\"http:\/\/www.defectivestudios.com\/devblog\/wp-content\/uploads\/2014\/10\/Defective-at-FIG-1024x764.jpg\" alt=\"Onlookers prepare to have their minds (and chunks) blown at BFIG\" width=\"497\" height=\"370\" srcset=\"https:\/\/www.defectivestudios.com\/devblog\/wp-content\/uploads\/2014\/10\/Defective-at-FIG-1024x764.jpg 1024w, https:\/\/www.defectivestudios.com\/devblog\/wp-content\/uploads\/2014\/10\/Defective-at-FIG-300x224.jpg 300w\" sizes=\"(max-width: 497px) 100vw, 497px\" \/><\/a><p id=\"caption-attachment-457\" class=\"wp-caption-text\">Onlookers prepare to have their minds (and chunks) blown at BFIG<\/p><\/div>\n<p><!--more--><\/p>\n<p><b>New Project: \u201cVRMT\u201d (working title!)<\/b><\/p>\n<p>Anybody who\u2019s encountered Defective at events lately is privy to a brand new project that we haven\u2019t announced online yet: VRMT.<\/p>\n<p>VRMT is a VR creation game and worldbuilding tool, aiming to be something between Minecraft and Maya. \u00a0You\u2019re presented with a set of props and tools with which you and your friends (multiplayer soon! \u00a0Really this time!) can create environments. Much inspiration comes from Bruce Branit&#8217;s short film <a href=\"https:\/\/www.youtube.com\/watch?v=VzFpg271sm8\">Worldbuilder<\/a>.<\/p>\n<p>We\u2019ll save the media for VRMT\u2019s proper dedicated announcement post\u2026 but eager fans just might be able to find everything about the project on the Internet already \ud83d\ude09<\/p>\n<p>Some time ago we mentioned a number of jams and new projects we\u2019ve been working on; VRMT is the first of those to make it out into the world, and more new projects will follow. \u00a0We have a lot of ideas and a lot of things that work and we enjoy playing and making, and we\u2019re eager to break from our history of neverending monolithic projects. \u00a0As every game developer knows, <a href=\"http:\/\/www.gamasutra.com\/blogs\/RamiIsmail\/20140226\/211807\/Game_A_Week_Getting_Experienced_At_Failure.php\">you make good games by making a ton of games<\/a>.<\/p>\n<p><b>And despair not spacefreaks, the best CosmoKnots is ahead<\/b><\/p>\n<p>We haven\u2019t put out an update or news on CosmoKnots in quite a while, but worry not, significant updates are coming. \u00a0We spent the months following the alpha release fixing things up, increasing the awesome, and adding a few new features &#8212; but it wasn\u2019t enough. \u00a0After taking a break, we realized that what CosmoKnots really needs isn\u2019t an incrementally better version of what we have &#8212; which you longtime Defective fans may remember is a significantly pared-down version of our vision for the game &#8212; but entirely new features, living up to that grand vision. \u00a0The first two major updates we\u2019ll be working on are multiplayer (multi-Snake first; later, perhaps, bringing the racing-on-the-tail element back), and VRMT integration as the CosmoKnots in-game level editor.<\/p>\n<p><b>UniMerge: Now an even better tool that all Unity devs need<\/b><\/p>\n<p>UniMerge, our Unity editor extension for merging scenes and prefabs (something every Unity developer forever has desperately needed, and if you are one and just found out about this, you probably just peed a little), has seen various improvements, and the latest (version 1.5) is <a href=\"http:\/\/u3d.as\/content\/defective-studios\/uni-merge\/4XU\">available on the Asset Store<\/a>, still for the impulse-purchase-price of $15. \u00a0It now features proper git integration, and is much faster, making the experience of working with the tool much more seamless and convenient. \u00a0Both of these new features were the direct result of user feedback, so keep it coming!<\/p>\n<p><b>Festivals, Conferences, Meetups, Showdowns<\/b><\/p>\n<p>We\u2019ve demoed our recent projects (including a couple still not mentioned here!) at a number of events: the Boston Festival of Indie Games, the Richmond Virginia Makerfest (Schoen lives in Richmond now!), Oculus Connect, and various Boston developer meetups and demo nights. \u00a0Each of these events gave us invaluable feedback, suggestions, and notes on how to improve these projects before the proper public (Internet) reveal. \u00a0And of course were tons of fun.<\/p>\n<p><b>Paying for all this awesome<\/b><\/p>\n<p>Since we\u2019re not about to get $2 billion dropped on us by Microsoft or Facebook (Mr. Helgason: Just Say No!!), we\u2019ve taken on contract gigs to keep the ramen flowing. \u00a0We\u2019ll elaborate on each of these in their own post soon, but since last you heard from us, we were hired to build a very cool <a href=\"http:\/\/vrfocus.com\/archives\/4460\/gameface-ui-design-revealed\/\">\u201cVR Home Screen\u201d for the Gameface mobile VR headset<\/a>, design and teach a number of classes for a nerd camp, and develop a new web platform set to blow up the ski and snowboard industry (we and the client hope!).<\/p>\n<p><b>The Defective Collective<\/b><\/p>\n<p>In the post-Defectivehaus (our old shared apartment+office) era, and with all this news here, you might be wondering, \u201cso with the team so physically spread out, and working on such different projects, what is the fate of Defective Studios?!\u201d \u00a0But to us, it actually feels like <a href=\"http:\/\/www.defectivestudios.com\/devblog\/part-1-breaking-stealth-mode\/\">not much has changed<\/a>: we\u2019ve always had lots of side \/ personal \/ jam projects going on, and wanted to release more of them, more often. \u00a0Yet, we saw a lot of indie success stories centered around a singular idea or game (Minecraft, Braid, Bastion), and, naively, figured that we should follow in their footsteps. Little did we realize that, for one thing, there are plenty of other roads to success (Vlambeer, Owlchemy, and many more), for another, none of those big runaway successes were anything like the creator\u2019s first big project, and finally, we didn\u2019t do a very good job of picking an idea with extremely wide appeal and keeping the scope tight (despite setting out to do just that).<\/p>\n<p>Going forward, we\u2019ll be working on a variety of projects of varying scopes and more strictly following the strategy that each project has a lead who\u2019s responsible for all major decisions and resolution of disputes. \u00a0Cast in a certain light, this could give the impression that we\u2019re not all one big happy family working together toward a cohesive goal. \u00a0And certainly we haven\u2019t always agreed on things. \u00a0In reality, not much has changed. \u00a0We\u2019re broadening our focus beyond just shipping CosmoKnots 1.0, though that\u2019s still happening. \u00a0We have some new projects, but we\u2019re still the same people with the same talents collaborating on cool stuff. \u00a0Don\u2019t worry, Defectifans, we\u2019re here to stay.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hmm, it\u2019s been a bit, eh? \u00a0Looks like it\u2019s time for another Defective recap post! \u00a0In fact, a lot\u2019s happened and we have a lot to say about it all, so here today we\u2019ll lay out the broad overview of what\u2019s been going on, and soon, we\u2019ll be putting up individual blog posts about a [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20,23,3,19,24,22,25],"tags":[],"_links":{"self":[{"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/posts\/453"}],"collection":[{"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/comments?post=453"}],"version-history":[{"count":10,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/posts\/453\/revisions"}],"predecessor-version":[{"id":474,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/posts\/453\/revisions\/474"}],"wp:attachment":[{"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/media?parent=453"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/categories?post=453"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.defectivestudios.com\/devblog\/wp-json\/wp\/v2\/tags?post=453"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}