A Night On The Farm QA
With the PC launch of A Night On The Farm right around the corner, I thought it’d be fun (and potentially useful) to write up a QA for anyone interested in the game. Please enjoy, and be sure to check out the game on Steam, starting February 14, 2024!
A Night On The Farm | Devlog 2
Welcome to the second blog post for A Night On The Farm, a horror/mystery game coming to Steam (PC) in March 2024. In this post I want to talk about where the game is at in development, and why I pushed the release date back from December 2023 to March 2024.
A Night On The Farm | Devlog 1
Welcome to the first blog post for A Night On The Farm, a new horror/mystery game I’ve been developing for a little while now. I want to use this first Devlog to talk about the inspiration and intention behind working on this new project.
RZ2 January 2022 Update
Robozarro 2: Operation Atlantic is live on Steam, where it can be Wishlisted and Followed…
It’s been a long and grueling journey getting the game to this point. I’ve spent the past few months making the game run on the most current version of Unity, adding sound effects and music, debugging its various systems, and taking a small break from the project as well…
RZ2 August / September 2021 Update
August was a BIG month for RZ2, as work began on the PC demo! As of right now the demo is going to consist of the game’s first two areas: The Gut and Prospect Park. The Gut is the player’s underground base, where they can get acquainted with the game’s controls and various gameplay systems, before heading into Prospect Park, which offers players their first real taste of combat and exploration in RZ2.
RZ2 July 2021 Update
Today I’d like to update you on the progress that’s been made on Robozarro 2 during the past month or so. In June I posted a video showing off RZ2’s Shopping, Dialogue, and Inventory systems. And while those systems have undergone further development over the past month, this time I’d like to focus on some of the new action-oriented additions that have made it into the game.
RZ2 Inventory, Dialogue, Shopping Update 01
Below you’ll find a 20 minute video walkthrough of sorts, which highlights Robozarro 2’s current Inventory, Dialogue, and Shopping systems. The first part of the video covers Inventory basics/functionality, the middle part goes into NPC Dialogue and Shopping systems, and towards the end I highlight some planned bug fixes and improvements, which I’ll get to in the near future.
Time Heals All Wounds: Chrono Cross
You see, whereas Chrono Trigger is the video game version of the most amazing “popcorn flick” you’ve ever seen, Chrono Cross is a confusing “arthouse film” that doesn’t give two flips about whether you’re confused or following along. Another way I like to compare them is to say: Chrono Trigger is the most incredible Disney World vacation you could have asked for, and Chrono Cross is a weird, interactive art experiment in the back corner of a popular museum.
RZ2 Inventory Update 02
Well the time has come to show off this past week’s work! To see the current inventory system in action, check out the video below, and if you feel inclined, keep reading for an in-depth explanation about my design process…
RZ2 Inventory Update 01
The first phase of development on the inventory is complete! This was the “research” phase, which consisted of countless Google searches, YouTube videos, and some prototyping.
Exploration Effects and Scene Transitions
Welcome to the official Robozarro 2 dev blog— an inside look at the development of Robozarro 2, a PC and console game being developed in the Unity Game Engine!
Welcome to the new Frozen Flame Interactive Blog!
Hello reader, and welcome to this little corner of the Internet! My name’s Matt, and I’m the sole developer at Frozen Flame Interactive, a video game “studio” located in Norfolk, Virginia. (I put “studio” in quotes because let’s be real— my “studio” is me sitting at home, on a laptop, coffee at my side, coding/arting/writing by the glow of my Zelda Triforce lamp.)