Merry Christmas! + new news about Robots Love Ice Cream( to Tumblr )

Hey guys! Firstly, I wanted to write and say that I hope you all have a Merry Christmas and happy holiday filled with great memories, family, friends, and loved ones.

Secondly, in case you hadn’t seen the news, I wanted to also refer to the last Robots Love Ice Cream update on Kickstarter. Long story short, Addo Games is going to be a part of Dragon Army, a new indie games startup here in Atlanta. We felt like this move would give RLIC the best chance to succeed in the long run and it’s already paying so many dividends. Not only can I now focus on developing and producing RLIC full-time, but we have three other people who are working on it full-time as well! It’s definitely a blessing and a boon to the project.

As we move things over under the Dragon Army banner, I’ll probably be updating this blog less and less. When it’s up, we’re looking to have some updates on the blog at from all of our team members. I haven’t touched it in a while, but I’ll probably pick up again. It’s been untouched for years, but feel free to go ahead and follow if you’d like to keep abreast of what I’m working on personally.

Take care! -Burton

Well, if you haven’t heard the good news, Addo Games has been fortunate enough to be invited to take part in the Indie MEGABOOTH at PAX Prime. We’re taking Robots Love Ice Cream to a gigantic audience and we couldn’t be more thrilled! We’ll keep posting more screens and details over the coming weeks, but for now check out our new trailer!

Also be sure to check out the Indie MEGABOOTH site where you can find the MEGABOOTH trailer as well as our project page.

Help us name this guy!

We’re trying to come up with names for our newer robots and we wanted to extend an invitation to help us name them. For this guy I have suggested the following. To give you some context, he’s the simplest shooting enemy in the game. Let me know if you like any of them!

  • Peaboty (as in a pea shooter)
  • Pewbot
  • Pew.IT
  • Pu
  • Lil’ Pew - then we could have a big pew, a two-headed one might be called PewPew. Our simplest enemy in the game is Lil’ Chip and the intention there is to introduce a larger counterpart eventually.

YouTube Workflow series overview/tutorial for RLIC

I’ve been shooting some tutorials over the past few weeks to give some insight and hopefully teach someone something about how to prepare game assets for use in the Unity game engine. We’re using Maya so these first two series have concerned themselves with Unwrapping a model in Maya, preparing it for texturing, and then taking a textured model and preparing it for animation.

Check it out and let me know if you guys have any questions.
Unwrapping playlist
Rigging playlist

Good things are coming quickly

Hey guys, didn’t want to say much tonight other than we’re working really hard and making some great progress; progress that we’ll be able to proudly show off. We’re all digging really deep and making things happen. It’s going to be one heck of a month, but we’ll have a ton to show for it at the start of July.

Lastly, not sure if anyone had tried to contact me, but I switched our email to Google Apps and have to pay per account per month, so general inquiries can now just go to


Why’d it have to be round?! - latest Robots Love Ice Cream Update

Sorry I’m tardy on my Kickstarter posts. There hasn’t been a lot of visual things to show for the efforts put forth. Most of the effort has been under the hood type tasks and reworking some things to better serve a wider variety of the game’s needs. The past few weeks have been long and pretty arduous, especially from an emotional standpoint. There’s still a lot to be done.

The good news is I’ve been trying to get it into my head to quit being so hard on myself and just focus on what really matters: making the game fun. So my mantra for the past few weeks has been: “getting back to basics”. It’s easy with the creative help I’ve had to get the visuals looking fantastic, but that’s ultimately not what will keep everyone engaged in the experience. I’ve been spending a lot of time sketching level ideas lately. Just getting the core vision of what the game should be according to what I see when I close my eyes and envision what a great version game of this game is.

I’m also toiling over a method to more expediently build our game levels. This includes everything from how big a planet is radius-wise to the environment props that affect gameplay directly. It’s been difficult to plan and implement this due to the round nature of the planet. Assets that would work for one planet radius won’t work for another so I’m talking with a few Unity plugin developers and working on a solution of my own to allow us to lay the level out in 2D (think a Super Mario Bros. level) and wrap that around a planet. If we just place things as we have, the lack of roundness is limiting and it counters the perspective we have, throwing it off slightly. Maybe one day I’ll be able to demo clearly the difference when I’m through with this aspect.

Super Mario Bros. 3 Level Map

I appreciate you guys taking the time to follow along and I would love any additional encouragement you could afford to toss my way. The progress hasn’t been as quick lately as it was in 2012. Our main (and currently only) artist is tied up with his full-time job and carving out time in the midst of a 60-80 hour salary work week for him has proved very difficult. With this in mind, I still feel that circumstances are challenges presented to us so that we can overcome. I think we will do just that :).

Later, -Burton