Creeping Me Out: Hex Night is an upcoming Amiga platform game in the early stages of development, built in Scorpion Engine. It’s due hopefully in 2022, though I can’t be sure – with a physical edition from the fine folks at Bitmapsoft.co.uk – providing nothing disastrous happens!
1.0j – Second Release! This is the first bug fixes since the version AmigaBill played on stream. It should have slightly lower memory requirements now, making it safer to load from WB. Please read the readme.txt before playing.
NOTE: Everything shown here is very subject to change. Content of final game may differ.
Francis is waiting for his friends in the bar when disaster strikes! Some sort of magical catastrophe has befallen the town of Gorcester! No time to think! You’ll have to find your friends before setting off on an arduous journey to confront whoever, or whatever is responsible!
A Platform Adventure game with some modern sensibilities, CMO:HN plays a little like many games, it’s got Euro platformer blood with hopefully a challenging, fair heart. Earlier in development would compare it to other games, but it’s fully formed enough now to stand on it’s own, so that gets more difficult. It’s not really that much like anything, but from a purely mechanical perspective, somewhere between Castlevania(3) and Turrican is a fair reference. Visually it’s nothing like either.
. And there are a couple more games who’s names I could add here too, but which I’m holding off on as I don’t want to spoil something yet. It was Fury of the furries/The Lost Vikings/Castlevania’s selectable characters. The two character mechanic is known now, so I don’t need to be so coy about that anymore, haha.
What are the levels like?
The levels are complex. I’m leaning into exploration in a big way. There are also much smaller, “hand drawn” story levels that serve as cutscenes, hub areas, etc. (see above)
When will it release?
I’m not sure. I wouldn’t expect it in 2021, it’ll take a good long while, but hopefully 2022. I’ve been working on a demo of the first couple of levels of the game so whatever happens there will at least be a short game for the Amiga community to play with.
* I took the same approach with Zombie Holiday
Who’s working on this?
Just me, Michael/Mixel Dawes, but none of this would be possible without Earok’s incredible Scorpion Engine, and his frequent tips and assistance have been a total lifesaver. The Scorpion and wider Amiga community have been hugely encouraging too, which helps more than you might think.
I drew all the graphics, and made all the music, etc. (I’m largely learning to use a tracker while working on this project, so that’s been a ton of fun.)
What Amigas will it run on? (And why?!)
Right now I’m working on the “high spec” build, which is basically – whatever it takes. It currently requires 2MB Chip +1MB Fast. The main version will eventually work on 2MB base Amiga1200s, but for technical reasons to do with the sheer quantity of assets and how Scorpion currently deals with that it’s not possible without the extra RAM. It should definitely be by the time the game is done.
I may port down to much weaker systems by reducing colour count and toning down some features.
Currently it runs very nicely on an A1200/20 with some fast ram.. So those of you with Vampires? That could be great if you meet the ChipRAM requirement. MiSTer? Should be perfect.. WinUAE? Beautiful.. Stock A500? No, sorry. I’ll have something for you eventually but it won’t be this project.
CMO:HN is currently HDD/CD only. The ability to distribute and run it from floppies or ADFs depends on future Scorpion feature developments. There’s a possibility that by the time the game is done, you wouldn’t want it on floppies anyway. Back in the day nobody balked at the idea of a game taking many disks as they were cheap and easily available. They aren’t anymore. ADFs for people with GOTEKS but no HDDs etc could make sense even if it takes too many disks to realistically sell physically though.
Will it work on NTSC Amigas?
Yes! But It runs quite a bit faster in NTSC.. Whether or not you like this is pretty subjective, but at least it runs!
Wait.. Why make an Amiga game at all?
Because I love the Amiga, its such a great, close-knit community and a fun hardware platform to work within the limitations of. I am not, by most peoples standards – a programmer – so I use tools to make my games. I’ve tried many toolsets across various platforms, and by sheer luck I noticed Scorpion Engine when I was rejoining the Amiga scene. I’d been looking for an engine with this level of flexibility that fits with how I like to work, and it’s really just incredible to me that this is possible at all. If I’d found anything as powerful and flexible as Scorpion for this specific concept I’ve wanted to make for a very long time – I’d have been using that, on another platform, but here we are. Support Earok and Scorpion!
Will you port it to other systems?
Probably. How and when? No clue.
If/When you finish it, how much will it cost?
I have no idea and it depends entirely on what goes in the box for the physical edition, and what behind the scenes costs are involved at Bitmapsoft. The box might contain, for example; a print comic tie-in, feelies etc.. That’s getting way ahead of myself though.
What’s with the name?
The game features characters and locations from my comics. You don’t need to have read any of them for the game to make sense. You can see some of those old comics at CreepingMeOut.com.. Why isn’t the game just called “Creeping Me Out”? Because I’m making multiple games set in the same world, and it gets confusing without a subheading. Feel free to just call it CMO, or CMO The action game, as it’s going to be years before any other CMO games get done.
What about your tools and workflow?
Oh boy, this is complex! For Audio I use Audacity, for Music I use OpenMPT and occasionally OctaMED Sound Studio. For graphics I use Pixaki (on iPad, where most of my pixel art starts) Aseprite (where most of my pixel art ends) Pro Motion NG (For Copper effect art and typography), Pyxel Edit (For editing map tilesets specifically) PPaint (for tweaks and on-platform checks) – Maps are edited in Tiled. I use Comic Draw and Procreate on iPad for non-pixel art pieces the likes of which I use in promo art etc. You can watch parts of my workflow occasionally on Twitch.
I’d rather play a visual novel!
Luckily I’m working on one of those too..! See Auburn Fields!
How can I keep up to date with this?
Want to help?
- Patreon: Support this, and my other projects though Patreon which I basically just use as a tip jar right now.
- Discord: I have a tiny discord community where I post progress updates and other projects’ work. You’re also welcome to share your work here, it’s a fun little place.
- Scorpion Engine: I’m pretty sure if more people were using Scorpion it’d make bouncing ideas about implementation off each other easier. Go and use Scorpion, Earok is the man.
- Twitch, Youtube etc. Occasionally I stream, and make youtube videos. You’re always welcome! I’m often drawing, but also – playing things! Twitch / Youtube.
- Feedback: I’m always open to feedback, and have received some excellent technical advise already. (thank you!)
- Encouragement: Probably the biggest obstacle to the completion of this project is my own brain, so any positivity is always appreciated.