It never occurred to me to write a blog post about this fact until I was standing in front of a machine with my game on it and a poster above it:
It's been an interesting month! I originally made Nineties Cockpit Freakout for a game jam last year, mostly as a way of teaching myself 3D modelling, and to make games in UE4. I had no idea what I was doing, and it shows! I had ideas about the kind of controls I wanted in the cockpit, but for a lot of them I had no idea how I was going to make them, and I ran out of time before the jam deadline. Earlier this year, however, David Hayward put out a call for submissions to the Leftfield Collection that he was curating for Rezzed, so I figured I may as well submit it, on the proviso that I would actually go back and finish the game off, using skills that I'd accrued from a year of working in UE4 as half of TriCat Games.
The game was accepted, so that's what I did! I'm really proud of what I've managed to achieve in that time, and in terms of how the game looks and plays, it's way closer to my original vision than the version I submitted to Wizard Jam was. You can download the Rezzed build (Along with the old jam build, if you want to see how far it's come along) from my itch.io page:
So it's been really interesting watching so many people play the stupid thing, considering that I'd seen at most three people play it before that. When Rezzed finishes I want to write a post about what I've learned from it, and what I'd like to do about that. There was a load of stuff that I didn't get done in time for the show (A running theme with me), so I'm hoping to finish it off and upload a final (final) build! Look forward to that.