Very pleased to release our first podcast with Day One Patch. This inaugural cast is a fusion of Day One Podcast with the new Quetzal Entertainment development podcast. Consider it a sort of trial and dipping our toes into this medium. The juicy Quetzal content begins half-way through, but don’t skip over the riveting gaming conversations regarding scope, ambition, size, and more.
In the future we will focus our podcasts on just the development effort with team members. I want to shoot for our next podcast being an interview with our musical geniuses Damon Gay and Eric Biernacki!
Proud to announce our new company logo courtesy of Eric Hartkopf!
The name Wingnut draws inspiration from previous gaming mascots such as Sony’s Ratchet and Clank. The maintenance tool motif seems to fit with a goofy fighter pilot and a wingnut falls in line with both the Sony’s mascot naming convention as well as a play on the flying aspect of the game with the word “wing.” Enjoy!
Happy to announce that Eric “Nack” Biernacki has joined our team!
Much like Damon, Eric has all sorts of musical experience. He was the drummer of a metal band for some time. He has also composed music in the past and has been a music teacher. Also of interest, Nack has dabbled in game design so his experience in that will more than likely be utilized here in Quetzal. Eric’s favorite game is Chrono Cross (which has an underrated soundtrack!). Eric will collaborate with Damon in composing music. Between the two I fully expect our first game to have a soundtrack that will put the likes of Koji Kondo and Nobuo Uematsu on alert!
We will eventually like to make copies of the game’s OST fully available for purchase and download on our site. This company is very cognizant of the large undercurrent of VGM fans out there and will do its best to quench their thirst for auditory pleasure!
The prototype has been given full animations for the player, the enemies, and all projectiles. These are all super early versions of the art, we are far from being satisfied with the art and we will hopefully start refining the sprites and backgrounds in the coming year.
Also happy to announce that we have a composer hard at work on music while our graphic designer is working on a company logo. Furthermore, our second programmer is catching up on the Unity engine while also providing pretty interesting artistic design on some of our ideas. This young team is starting to get the ball rolling!
Here’s the video!
If only I didn’t suck at my own game I could have show more off, haha!
Here are some quick animations made for the prototype:
Our player with his animated scarf and tail:
The new bubble projectile:
The new enemy fireball:
Check out the prototype in action. None of this is final, obviously, but I wanted to put something out there that shows the 16-bit vision and cooky art style (keep in mind the art was done by a developer not a graphic artist!)
We are happy to announce that William Chung will be joining the team as a game developer. Will has professional experience working with software and will be teaming up with Diego to do programming for our first project. He brings enthusiasm and an artistic eye to the team. We look forward to having Will decode the Unity graphics engine for Quetzal! When asked our obligatory favorite game question, Will answered with Chrono Trigger. Good choice!
Before going too deep into the rabbit hole of development, I’ve been playing around with different design ideas. I’ve been using pre-made assets that are readily available for free on Unity (and others from OpenArt.org). The point of the concept is to get a feel for art direction as well as game design. Our current project has two modes, Endless Mode and story mode. While we wait to ramp up the creation of our art assets, I’ll be using pre-made ones and working on Endless Mode which is simpler than Story Mode. What we build in this mode will serve as a guide for the Story as well. Here are a couple of screenshots from the concept thus far: