Skip to content

Eww! Slimy!

Hello all! Just a bite-sized update today but I’ve got some screens of the Sewer level for you! I’m just putting in the finishing touches and details before I head into the Maintenance Tunnel level. Layout-wise, this was a really simple map and took me about 2 days to complete. I used the original OoH map as reference but I got rid of all the nonsensical architecture from it. This makes it appear less busy and a bit “plain” in comparison but that’s the point. It’s a sewer so it’s technically just a series of tunnels and corridors anyway! Any fans who played through the mod should recognize this area in the screenshots!

Speaking of which, these two actually remind me a lot of Silent Hill 4. I think it’s all the concrete and lighting that does it for me. I always liked the art style of that game the most in the series but this resemblance was completely unintentional.

While running through these tunnels (even without the sounds incorporated) I actually get some goosebumps which is a good sign! If it creeps me out and I know where everything is, hopefully it’ll be so much more scary for you!

After the Maintenance Tunnel map is done, all that remains is the Industrial Area, Meatplant, North Chester (the area around a certain Gunstore and Bookstore), the Slums and the final Hell level. Many of the maps from the mod have been merged into the levels described above (for instance, The Inlet is now part of the Industrial Area) because UE4 can handle huge swaths of terrain. Laughlin Lake is a good example:

Those are all the main story levels and everything else inbetween is a smaller, randomly generated play area.

I would just like to reiterate that this plays almost nothing like the linear mod version. It really is a different experience (more in line with what I originally wanted to make) and is an overall shorter game only because it was designed for multiple playthroughs.

After the maps are complete, I’ll get the monsters and weapons into the game and things will really heat up!

Christmas Update!

Two additional characters “Evil Santa” and “Frotsy The Snowman” coming soon! A new “Expert Mode” Winter-themed level with an even more absurd final Boss!

Grab YPAPS-G now!

The Poop Is Finally In Your Hands!

At long last it is here!

Thank you to everyone for spreading the word and for supporting this kooky little project of mine! It may not look like much but it was a great learning experience and a lot of thought really went into creating it.

I hope it brings a smile to your face and you can find some measure of enjoyment in it! If you’re reading this and haven’t already, BUY IT RIGHT MEOW!

I also wrote a Developer Journal detailing some of the process, my experience with it and some other things that you might find interesting! If anyone has any questions, feel free to let me know in the comments, the forums or drop me a line!

Thanks again everyone, I’ll see you next update!

Developer Journal

Developer Journal for You Pilot A Piece Of S***: GAIDEN

Instead of waiting months until after release I’ve decided to post this on launch day. I’ve gone over some of the more interesting details of the project so that you can get a sense of the process and how it evolved over time. It started out one way but eventually progressed into the steaming pile of gaming perfection you see before you now! Enjoy! Read more…

Mark Down Dec.13/2020!

Steam page is up! Why not have a look and add it to your wishlist? If it seems like your kind of game; give it a try and if not, consider spreading the word as that would help me out a great deal too!

Thank you everyone for your support and encouragement! It’s been a great few months and an incredible learning experience. For once, I allowed the Artist in me to fully take the reigns and create something out of a complete passion for the idea; without fear of failure and without restraint (because who would really make a game about a steaming hot coil?)

Whether it is successful or fails no longer matters. I had an idea, I set out to make it and I finished it in a timely manner. I took a chance; let the chips fall where they may!

The date has been updated to December 13/2020. See you in 2 weeks!


UPDATE: GAME HAS GONE GOLD! Once the Steam page has been reviewed and approved I’ll post the link!

I have some fantastic news! I formatted my system, did a fresh reinstall and that fixed all of the installation problems I had. I’ve been using the same setup since the day I got this PC back in 2015! (man, it feels like a lifetime ago)

I had been meaning to format it all these years but I kept putting it off until I was basically forced to do it yesterday (motivation by neccessity) It seems that there was some sort of problem with my Windows Updates and that was causing all sorts of issues. After I reinstalled Windows, I got all the basics up and running and successfully got Visual Studio 2017 working right away. I did a test packaging of the game and it went off without a hitch.

After that I thought “You know, I wonder if that Epicleaderboard plugin ( that I couldn’t get working before could work now? Just for shits and giggles, let’s see.” and so I gave it another try and…IT WORKED! You need to understand that after going through weeks of hell trying to finish this thing and hitting obstacle after obstacle and then finally feeling the relief and joy of it all coming together…it is un-f***ing-believable!!!

So here’s a list of what is in this package:

Steam Achievements, Leaderboards, 10 Characters total (1 needs to be unlocked) 4 Levels spanning 84 tiles, butt-loads of shooting action and just a ton of weird, nonsensical humor that may actually make you question my sanity!

The page goes up later on today (I’ll update this post) and the release date is December 11/2020 (there’s a 2 week waiting period for Steam submissions)

Oh man, WHAT A RIDE! But now for some sleep because…

Hang Tight!

Of course this would happen. Everything is set up, ready to go, I move the mouse cursor over to package the game for Windows aaaaaand…..Error! Visual Studio 2017 not detected!

For the love of crumbcake!

I spent up until last night trying to tie up the loose ends for the Steam Leaderboard and it was just not working out the way I needed. Technically, the Highscores do upload to the Leaderboard and I can retrieve the score but I’m not able to retrieve anyone else’s score. The options made available in Blueprints only allows retrieval of the local player’s score which renders the entire feature pointless. I can only see the scores people have uploaded when I’m in the Steam Admin panel but nowhere else. So I removed it.

The good news is that Achievements work perfectly. There is a total of 30 and I even wrote some code so that you can earn them even when you are playing offline and the information would be uploaded the next time you logged into the game with your Steam account. Very nice!

So this morning I got up, went through all the preliminary steps of packaging a game (made splash graphics, icons, filled out information etc) and when I went to package it all, UE spits out an error that it needs Visual Studio 2017! I never got this error before when I packaged the game for testing and I think the problem is that I am using the Steam Subsystem plugin now and that requires VS2017 to compile it properly.

So I spent all day trying to download VS2017 and depending on which method I use it either 1: Hangs indefinitely at the install screen, 2: Says it’s installing and just shuts off completely or 3: Says I’m not connected to the internet.

I am SO CLOSE but the Universe just says “NOPE! NOT TODAY BRO!

The only thing left to do is a complete fresh install of Windows (I’ve read that this worked for some people because of leftover registration keys that muck everything up or something) so I’m going to pull an all-nighter and back everything up. Hopefully by tomorrow morning, things will work out a little smoother. I haven’t formatted my PC since I got it in 2015!

All I have left to do is to literally fill out a couple of forms for Epic, package the game and hit the UPLOAD button onto Steam.

I’ll be sure to detail all of this in the Development Journal a month after release with hopes that it may help others have a better experience! See you…tomorrow..?