When are you going to get a Patreon account?
Creating a Patreon account hadn’t really crossed our minds, mostly because we weren’t sure if the kind of content we made was appropriate/frequent enough to warrant one. If it’s something that enough people would be interested in, we’d definitely be willing to set one up at some point in the future.
written February 17th, 2014 by lbunclejoe
It may be hard to believe, but yesterday was our 4th anniversary! It was 4 years ago that we first built this website, gathering together a group of like-minded “Fantastic Media Creation Heroes” to make daily goods for the betterment of the internet. Apparently, though, all of those high quality Cartoons™, Comics™, and Entertaining Let’s Play Videos™ were just too much work for us to keep up with. Guess we’ll just have to stick with the most simple of media to produce: Video Games!
In all seriousness though, Happy Birthday to/from everyone here at the team. While we won’t be doing anything specific to celebrate this time around (apart from this obligatory blog post), we do have something special to announce later on in the month, so stay tuned for that! No, it’s not that, but we’re confident it will still make many of you very happy nonetheless. Until then, here’s hoping that there will be many more celebrations to come in 2014. Cheers, and happy February 16th!
written February 12th, 2014 by lbunclejoe
Heyo everyone, and welcome to week 4 of our Collectems development diary! As a sort of followup to our previous post about Permanent Death, today we’d like to talk a little bit about how we’re planning on handling the player’s item use during battles.
I think it goes without saying that the fear of death doesn’t really exist if you can use as many items during a fight as you’d like. Stalling out opponents with healing items or always being able to instantly remedy a troublesome status ailment doesn’t really support a battle system that’s supposed to have real consequences for your actions. We’d like to avoid Item abuse as much as possible, and we plan to do this by budgeting the player’s actions via an Action Point (AP) system. All of the actions that the player can perform separate from their Collectems (using items, scanning an enemy, quick-swapping out party members, etc.) would be budgeted by these points.
written February 5th, 2014 by mezzozy
Hello all, this is the concept artist, Brittany Mezzo. Welcome to week 4 of the Collectems Dev Diary! This time, we wanted to talk a little bit about the female protagonist of Collectems: Clementine!
We’ve talked before about how important player choice is to us, and some of the ways those choices will matter. Who you play as is a big choice, so while we’re taking obvious inspiration from Pokémon, we wanted the choice of gender to be more than simply a cosmetic decision. We want these characters to be distinct from one another. They have their own histories and personalities, and that will change some of the ways in which you play the game.
written January 31st, 2014 by lbhinchy
Quick digression from Layabouts stuff: I just wanted to let everyone know that Aces Wild: Manic Brawling Action is now available for Windows on Steam. It’s a crazy awesome beat-em-up with tons of chaotic aerial action. It’s loads of fun and I recommend it highly! Plus, it’s also got a kickin’ soundtrack from James Landino, the composer who’s working on the Collectems soundtrack. So, go ahead and check it out! Tell ‘em I sent ya.
written January 29th, 2014 by lbunclejoe
Hey there, and welcome to week 3 of our Collectems development diary.
A long time ago, back when this site had different goals, every Wednesday we used to put together these silly videos where we talked about upcoming plans for all of our content. They were filled with corny jokes and stoic deliveries, but they were something we stuck to for quite some time. Even though that’s not the case anymore, we still very much like the spirit behind those old videos, and so we’ll be shooting for Wednesdays as our regular update day for this blog. The middle of the week feels like it’s the best time for us to do these anyway, since we’d be talking about these things as we’re giving them the most focus. Anyway, that’s enough about that. On to the goods!
Lately, we’ve been spending a lot of time thinking about the user interface during battles. We want the look and feel to be consistent across all platforms, and so we’re doing our best to make something that’s just as sensible to navigate with your mouse & keyboard as it is to navigate with a controller or touchscreen. Since it’s been such a focus for us as of late, we figured we’d go ahead and show off how the battle scene has evolved as our needs have changed over the course of development. (Click the images for full size versions)
written January 22nd, 2014 by lbhinchy
Attentive readers may have already noticed this information recently added to the Collectems website, but today we’d like to make it totally clear: we’re incredibly pleased to announce that, after a long period of preparation, The Layabouts are now licensed PlayStation®4 and PlayStation®Vita developers! We’re excited for the possibilities that the PlayStation family opens to us, and while Collectems is the only thing we’re confirming right now, we hope to bring most of our future titles to both platforms (with cross-buy and cross-save, natch).
And by the way, PC gamers, don’t fret; we’re still committed to supporting Windows, Mac, and Linux.
(P.S.: This is sort of the stand-in for this week’s Collectems dev diary entry. We’ll pick up with another more Collectems-focused entry next week!)
(“PlayStation” and the “PS” family logo are registered trademarks and “PS4” and “PS Vita” are trademarks of Sony Computer Entertainment Inc.)
written January 16th, 2014 by lbunclejoe
Hello there, and welcome to week 2 of our Collectems development diary!
We’ve mentioned elsewhere that we’re doing a lot of different things to incentivize player choice. While we’re not quite ready to discuss the full extent of these choices, we would like to take a moment and get into something that goes hand-in-hand with the kind of decision-making we’ll be expecting from the player: permanent death.
written January 10th, 2014 by lbunclejoe
Hey there everyone, and welcome to our development diary on Collectems. If you haven’t checked out the information about the game on its official website, I highly recommend you do so before reading over this. Since we haven’t elaborated much on our design process since first announcing the project, we figured we’d start our series of development posts by going over some of our rationale behind the typing structure of the game.