Proximity Alert Soon and the Road Ahead
Work on Proximity Alert has been trucking along quite smoothly recently. The AGS rebuild has proven to be a real boon, even moreso than I had initially expected. Despite it's quirks, the engine has proven to be robust and has let me really focus on the art and writing. That has helped speed along progress and I've now got a game that looks and feels much more complete.
I've got a basic set of animations implemented, the core gameplay progression is there, and I'm fairly confident that I've accounted for any obvious bugs. Next on the docket is putting in a basic title and end screen so the game doesn't just abruptly quit when you finish.
At that point, I intend to open up the Itch page for playtesting and while I'm gathering feedback and bugs, I'll be going through my polish backlog and see what I have time to spit shine. My plan is that one way or another, I'm going to finish and release this fully by the end of October. At that point I'm gonna stop developing any new features and any updates will purely be bug fixes. I've decided this since I want to wrap this project up soon so that I have a month or two before the end of the year to mess around with some hobby projects and plan for 2026.
What am I planning for? My first commercial release! I wanted to prepare for this properly by doing games like Proximity Alert, AGBAS, and Project Marl to sample a handful of engines and try to find one that had a good balance of ease of use, speed of production, and good documentation. As promising as Godot has been, the steeper investment in programming backend has been the part I keep bouncing off. I may still practise with it in the background, but if I'm being honest I'm more interested in storytelling and making art than figuring out how to implement a robust and optimized save/load system or figuring out how to optimize culling.
So after some deliberation, I am likely going to commit to at least a demo to guage interest and scope in a point and click mystery game. I think it's a good balance between something I'm interested in, a genre that isn't too over saturated these days, and ability to tell an engaging interactive story. If I'm gonna be honest, the biggest hurdle in my mind is gonna be promotion. Ideally I want this to eventually be something that earns me some proper income and unfortunately that means promotion, advertising and marketing. And if programming is out of my wheelhouse, marketing is something that is even less familiar and comfortable for me.
Especially recently, I've been trying to avoid most social medias. TikTok was like turbocrack for my ADD, I only use Facebook for logins these days, and never really had much interest in twitter or insta or other social media. Self promotion doesn't really come naturally to me so it's probably something that I should look into and work on during the next few months. Aside from my youtube channel I haven't really tried to maintain much of a public presence since I was in college. Even then I wasn't particularly good at maintaining that presence on youtube. My hope is that being medicated will make that easier to focus on, but who knows.
Regardless, I'm really hoping that the future is bright and if I'm gonna be making games (hopefully) professionally, I get to give myself a studio name as if I have a studio. Like all good indie devs do. So look forward to the future of Cowgod Games. It will be bright and spooky!