Tag Archives: This Is My Quest

Game On!

Are you in the Austin area (or love long drives?) Do you want to come see us in person along with Twisted Pixel (Splosion Man), Davey Wreden (The Stanley Parable), and others? Are you tired of questions?

Well then come to Game On Austin! We’ll be at the Empire Control Room on Thursday, November 21st from 6:00 PM to 9:00 PM along with tons of other Austin game developers.

Click me for a PDF version of the Game On Austin poster!

We are going to be squeezing three exhibits into our space, because we are absolutely insane.

This is My Quest!

Play through a level of our first original puzzle adventure game. Brave the streets of Old Madrid as you take on the machinations of a “gently delusional” Donald Keaton. Find the magical treasure strewn throughout the cobblestone and clay terrain. Insider information: you want to be one of the few intrepid adventurers to complete the demo. It’s in your best interest.


Blowfish Meets Meteor!

Our collaboration with Sky Tyrannosaur! I’ll let their website tell this tale.

Like all the best block-breakers, Blowfish Meets Meteor is a game about smashing a ball into a bunch of blocks and watching the pieces fly. But we didn’t stop there — instead, we took that humblest of foundations and built an enormous, sprawling game atop it. Here, destroying blocks (with an earthbound meteor, natch) is only one means to an end: your real goal is to liberate your far-too-numerous mermaid daughters from the confines of a deadly underwater cave-in. Along the way, you’ll race through action-packed set pieces, solve devious puzzles, and battle screen-filling bosses, all while uncovering the secrets of a fantastical underwater world.

Whoa! Doesn’t that sound great? Stop by and check it out in person. We’ve been cleared to show you everything but the last few worlds.

Eels breakin' through walls.


Indie Van Game Jam!


You know, this thing? Our game jamming, indie dev interviewing, rolling road show? We’ll be rolling videos, shaking hands, answering questions, kissing babies, and anything else we can do to get the word out!



We’re super stoked for Game On! We’re putting the finishing touches on everything, firing on all cylinders here at Binary Solo HQ. If you’re in Austin, come on out! We’d love to entertain you.

See you, Space Cowboy.


 If you want the awesome poster for your wall, here’s a PDF!

This is How We Do It!

It’s Friday night afternoon. Everything is all right. We’re working on This is My Quest, our puzzle adventure game coming to iOS, Ouya, and PC. How are we doing it?

We’re a small team. You’ve read (or are now reading) my small musings. You may know our other main player, Zeb West. You have seen art from Devin Jenkins and Zach Taylor. As a small team, we have two main resources and we’re short on both: time and money. To save a little bit of each, we’ve decided on using Unity for our first game. Unity is great for numerous reasons, but here are the biggest: I hate writing rendering code, the toolset is mature enough to let people work immediately, and it is a great value as far as licensed engines are concerned. Also, I really hate writing renderers. I don’t know if I made that clear enough. It has been delightful to hit the ground running at a point where Zeb can drop new tiles into the game with ease. Plus, since Unity compiles to so many platforms, it will be much easier to put the game where as many people can get it as possible. In fact, one of the great things about Unity is that we can create a web build to get feedback on the game.

For code, we’re using C# since it one of those supported by Unity and I am already intimately familiar with the lexicon. We’re controlling this source using git. (Sorry, Perforce.) git is a distributed version system and while learning it may be tough at first, it is quite lovely once you become familiar with it. (Zeb pushes and pulls like a pro now!) To ensure we have the game somewhere other than our machines, we host git on unfuddle. Although unfuddle also includes a wiki and project management systems, we still use a simple list in trello to track our progress. Again, small team.

Small, remote team, in fact. We are “located” in Austin, but are getting help from California, Michigan, and the UK. Google Hangout has been our primary method of meeting and communicating. In fact, this post is seeming a bit dry, so here is a picture of my office today.

I cannot it to try the Iron Rattler!

It is nice to be working remote, but it definitely has a unique set of challenges. Direct collaboration is a little bit harder. Screenshare helps, but does not quite do justice in replacing seat next to seat feedback and iteration sessions. Despite that, I think the game is coming along well. I can’t wait to start throwing out some screenshots and let people get their hands on it.

See you, Space Cowboy.

Tiles! Tiles! Tiles!

Welcome to another edition of Let’s See Art from This Is My Quest. I am your host, Chad, and today I would like to focus on a different area of the game. The vivid dreams of an old man are simply the machination experienced when playing This Is My Quest. The game is one part grand adventure, one part tile matching puzzle. Your wits will be tested over and over again by the art of puzzle (and at a breakneck pace.) In today’s post, let’s talk about the meat and potatoes of the latter half of our game: the tiles.

This week we present the art of Zach Taylor, an indie cartoonist. He maintains the site http://www.gnourg.com/. Zach has been instrumental in designing the tiles from the beginning. As easily as words translate into images, Zach decided to start by sketching out loads of ideas so that our descriptions were on the same page as his lines.

Tile Concepts


The hive mind now in sync, it was time for Zach to begin to make iconic, Spanish tiles. In this game, there are plenty of icons and actions that will see life in a square. How does that play out? Well, they begin as vector, with Zach perfecting the lines, and then get rendered with loads of details. For example, the helmet tile.

Helmet Render


Glorious! This process was repeated over fifteen times. What? Does that mean we have over fifteen different puzzle pieces like this? You bet your bottom dollar we do. Here is but a sample of the designs that have been created for use in the game.


Helmets, horses, and hearts. Oh my! These tiles each carry with them their own purpose and behavior. Hearts are, of course, the instrument of love. Your trusty steed carries you across great distances. The lance is used to enforce justice and vanquish great foes from the land. There exists a tool for everything as beautifully rendered by Zach. We cannot wait to breathe life into these tiles.



See you, Space Cowboy.