Plans for 2019

Posted on January 04, 2019

Happy New Year! It's been quite some time since I've had any updates pertaining to the studio or current projects - so here is a breakdown of some of the goals and directives for the new year.


Work on PARABOLA has not been as quick and smooth as I would have wanted. However, I have a new drawing tablet that has helped immensely in producing some concept art and the story and gameplay direction is in its final stages of design. The best place to keep up with some of these changes until the new site drops (hopefully in the coming week or two) would be the game's Instagram profile.

With that, actual development on the game has resumed and has been ported into the most recent version of Unity (2018.3) utilizing their new High Definition Render Pipeline. While still in preview, this enhanced rendering package will allow me to acheive some pretty stunning visuals with the game and ramp up the atmospheric environments I'm looking to build into it. 

Even still, Parabola is a long way out. I'd love to have something for people to try out in a couple months but I have to press on and get the new swath of features implemented first. In the coming weeks and months I'll be upating the official site with concept art, story and character details, and loads of in game footage - so stay tuned in!

On top of ongoing development on Parabola, I have a couple other goals for this year.

2019, the Year of Releases!

First, seeing as Parabola will not be released in 2019, I've made it a personal goal (as well as a studio goal) to release some other games this year. While I managed to build several great concepts last year for game jams or personal time, only one of them (Hovertank 42) really saw the light of day.

So, in 2019, we're going to change that. In addition to completing more game jams this year, I am going to be taking some of the failed or unfinished game jam titles from 2018 and polishing them up for small releases throughout the year.

For most, I'm considering just placing them on Itch with a 'pay what you want' model. These are small projects that will help me break up some of the frustrating moments of Parabola's development throughout the year and help pad out Thought Reactor's selection of games. I have really yet to decide which ones I want to tackle, so I'll have a more in depth post on the first of those projects coming shortly.

Content, Content, Content

Second, I want to start contributing more content to the community. A part of this really involves me getting back into Twitch streaming but the other part involves writing articles. I'm really big into game analysis and design and in 2019 I want to publish an article a month minimum on various topics. I will be posting these primarily on my personal Medium blogsite, but will definitely be cross-promoting them here and on social media.

2018 was an exciting year - one where I really honed in on my strengths and learned a lot about myself as a game developer and designer. It's time to take that knowledge with me into 2019 and execute, execute, execute! Looking forward to all it has to offer and hope everyone has a wonderful and rewarding year, as well.


Michael DeLally

Had to Back Out of 7DFPS

Posted on October 25, 2018

The title explains it all. Gave the 7DFPS a shot and just didn't really have the time to commit to it. I did get some stuff accomplished and learned quite a lot about my development shortcomings that will transfer to some excellent lessons learned for Parabola.

Here are some short videos on the small little prototype I managed to get done this week:

I'm sort of at a loss for just how far I wanted this mechanic to go. Simply copying physics objects and placing them on buttons has its limits, you know? I had given thought to platforms, ladders, and various other 'smaller' objects that could be cloned to complete more specific types of puzzles. But alas, time has gotten the better of me and I won't be able to get all that in before Saturday morning.

I do, however, like where it's headed and have found a slightly forced way of fitting it into the universe of Parabola. This idea or some form of it could work out as a smaller game in the future. But for now, I'm going to sideline it and head straight back into work on Parabola.

My plans are to get some concept art going and start getting the new site filled with content and media for a re-launch in mid-November.

Let's do this!


Game Jam Updates

Posted on October 16, 2018

This is just a quick update on the game jams I spoke of last week. As I predicted, my travels (and my shoddy internet access during) made it too difficult to get a leg up on the Blackthornprod game jam this week.

Given that, I've decided to just back out and start doing some preliminary planning for the 7-day FPS challenge that begins early Saturday morning. I've always wanted to take a stab at this jam but always miss it.

I'm going to spend the week brainstorming some cool ideas that I can execute on in sub-7 days, seeing as I will be working full time next week. That means a huge chunk of the work will need to be done this weekend while the week is left for audio/graphics polish and bug fixing.

I recently purchased UFPS 2.0, a big first-person controller package for Unity. It's primarily for implementing into Parabola, but I figured I'd use it for 7DFPS and learn some of its features.

A part of me wants to make a strict shooter as it is something I've never really done before. Another part of me wants to do something a bit more abstract and narrative-driven, however. So...we'll see what we can come up with in the next 3 days or so.

I'll keep you posted! Until then, peace!