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EdmundM.com

@edmundmcmillen / edmundmcmillen.tumblr.com

Personal blog and garbage dump of Edmund McMillen
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isisaacdead

A New Years QA!

Q: Are you a part of Team Meat?

A: As Team Meat stated in a recent interview, I am no longer part of the team.

Q: Are you working on super meat boy forever or anything meat boy related?

A: Tommy and I are now working independently. Meat Boy will always be special to me and nothing can take away how personal the characters i made are to me and how proud i am of what was created back in 2009. I wish the team all the luck and I’m very interested to see what amazing things they do with the IP.

Q: I’ve been emailing you but i don’t get a response, did your contact email change?

A: If you are trying to contact me using [email protected] please change the URL to EdmundM.com and it will definitely get to me. you can also easily get a hold of me via my twitter @EdmundMcMillen.

Q: What about Mewgenics?

A: Oh Mewgenics… for those that dont know, Mewgenics was that cat game i worked on years ago that never saw the light of day… here is a little blast from the past to jog your memory.

welllll Tyler and I are currently prototyping some stuff for it and if all goes well I’m 99% sure that little monster will once again become my obsession. Mewgenics was always my oddball dream project and probably the game I’m questioned about the most these days. Mewgenics is being remade from the ground up so don’t expect to see much for a year or two.

Who am I kidding I’ll probably start teasing the first beta images once things get moving along…

MEWGENICS LIVES

Q: What are you currently working on?

A: I’m currently working on a turn based,  puzzle, rogueish game called The Legend of Bum-bo with James Id. we are at the tail end of dev on it and hope to release it on steam, iOS via “The Label” and Switch this year. Expect a trailer and more dev blog goodness in the coming months.

The game is a mix of Puzzle Quest and The Binding of isaac, with a tactics spin, and is technically a prequel to the binding of Isaac…

you can find more info on it here > http://legendofbum-bo.com/

Q: The End is Nigh seemed like it came out of nowhere? why did you decide to make it and why keep it secret till its release?

A: The End is Nigh is probably my most personal project to date, it spawned from a very difficult time in my life where i questioned the point of continuing to make games and if my heart was really in it anymore. it was simply something i really needed to do in order to find myself again and in the end its the one thing that kept me from retiring. 

working on that game with Tyler was amazingly cathartic and it became a giant personal achievement.

Tyler and i didn’t talk much about the games development publicly because we weren’t sure it was going to actually see the light of day. I’ve started many projects that have become stone walled by outside sources or just vapor ware and i didn’t want to get anyone’s hopes up (including mine) with this one.. so we just kept our mouths shut and popped out a game in 7 months. i honestly like this style of dev a lot more, but in hindsight it would have probably been a much more popular game if we had hyped it up for a few months before release.

The End is Nigh is out now on Steam and Switch. 

Q: The End is Nigh on ps4?

A: Yes, Nicalis is currently porting the game to Ps4.. maybe more consoles in the future?

Q: what happened to that game you teased last year called 0uroboros?

A: 0uroboros kind of became The End is Nigh, that isn’t to say that random gen shooter is dead and gone, i just think both Tyler and i need a break from platforming games and think its best to put our time into mewgenics before revisiting the platforming genre.

Q: how’s the family?

A: doing quite well these days, my daughter PJ (Peach) just turned 2 and i’m still acclimating to this new thing called “having a life”. i definitely feel for all the parents out there who work full time with a family… this shit is hard. But Danielle and Peach are doing great and I’m honestly finally starting to become a lot less of a workaholic and it feels a pretty great.

Q: Whats next for Isaac?

A: we are currently finishing up the final free content booster for Afterbirth+ it should release in a month or so and feature a bit more content than previous ones.

Q: When will consoles get all the booster content PC has?

A: Once all the boosters release on PC, Nicalis will start porting them to console, currently the first 3 boosters are already avable though.

Q: is Afterbirth+ ever coming out on Xbox1?

A: yes, i can officially say that Afterbirth+ is in development and will release on Xbox1!

Q: i hear you are considering a sequel to the binding of Isaac, is this true?!

A: truth be told, i tend to design sequels to projects i love pretty soon after release, sometimes those turn into totally new IPs, sometimes the ideas die and other times you get diarrhea. what does this mean for Isaac 2? i have no idea, but please leave me alone.

Q: Is this really the end of Isaac? no more dlc?

A: i did say many times this was going to be the last isaac DLC.. and at the time i strongly believed it. but there seems to be something pretty cool on the horizon, its creeping up slowly.. its familiar but a bit different and its being held up by a group of people… when i squint i think i can make out a… oh sorry i gotta go, there is someone watching me in my space ship.

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The End is Nigh! OUT NOW!

The End is Nigh! is out on Steam! 

BUY IT NOW! 

-------------------------

after a solid 7 months of dev, the end is nigh is finally finished and available for your consumption. this sprawling stress fest was a blast to work on and something im personally very proud of, i really hope you all like it as much as we do!

now, a few fun facts...

-The End is Nigh is actually the 3rd game Tyler and i have released, we first teamed up to make Aether 9 years ago and then released AVGM less than a year later. Tyler was also the lead programmer for The Basement Collection, a best of set of revamped “directors cuts” of my early works.

-The End is Nigh is loosely based on my experience designing and releasing video games.

-The End is Nigh run off a custom designed game engine Tyler made that was being used for 0uroboros ( a game that inspired the end is nigh ).  

-The End is Nigh features well over 600 levels, this was the first platformer ive worked on where i got to share the design work, Tyler ended up designing all of the games secret areas, making them feel more unique. the slight change in design style is one of the more subtle but interesting aspects of the games design that i really love.

-The End is Nigh features a full classical OST completely redone by Ridiculon (binding of isaac) to fit the games mood and theme. 

-Rich Evans of Red Letter Media does all the voice work for the games protagonist Ash. 

Enjoy!

-Edmund

(ps got so caught up on the release and being filmed again that i totaly forgot to set this blog post live on launch day :| oops)

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The End is Nigh up for Preorder on steam!

The End is Nigh can now be preordered on steam at a 10% discount... but if you own The Binding of Isaac (rebirth or original), Closure or Bombernauts you'll get an extra 10% off! (because you are so loyal!) 20% off!!! OMG!

for those unaware The End is Nigh is my next big project that Tyler Glaiel and i have been working on since last year in secret! its a (very challenging) sprawling adventure platformer, packed to the brim with hard to reach collectibles, mini games and tons of places to explore! 

Pre order now! (20% off if you own isaac!)

The End is Nigh is coming to Steam July 12th, Switch sometime later... and maybe more consoles? who knows!?

New Footage and music!

some of you may have missed our live at e3 stream of The End, well dont worry because this footage is much better! it shows some of chapter 1 (The End) and finishes inside the mouth of “something from the future”.

we also spoiled some music from the game, above is Overflow (chapter 3) and The Wall of Sorrow.

More news about the amazing OST next week!

stay tuned!

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The End is Nigh!

Coming to steam july 12th ( switch + possibly more consoles later )

a game by Edmund McMillen and Tyler Glaiel.   music by Ridiculon voiced by Rich Evans title screen by  Alex Pardee retro titles by Matt Kap Trailer by James Id 

The End Is Nigh is a sprawling adventure platformer where the player takes control over Ash, one of few "things" that have "survived" the "end of the world".

Follow Ash as he flops his way through a future of pain and suffering. Feel his stress levels rise as you throw him into an endless swarm of decaying, mutant animal-like creatures and help aid his final epic quest... to simply make a friend (out of pieces of people he finds along his journey).

Oh, also you collect video game cartridges and tumors! if that does anything for ya.

Features:

  • 600+ levels!
  • 12+ explorable chapters!
  • 20+ collectible and fully playable mini game cartridges! (each with their own tiny achievements!)
  • 80+ achievements that will make you feel good about yourself
  • 100s of collectible little squishy tumors!
  • loads of hidden extras and endings that you will probably see someone else find before you do!
  • and stress!

I'm extremely proud to announce that Tyler and I finally finished something! After months of working in secret I can now say that our game is called The End is Nigh and it will be releasing on Steam, July 12th (in 5 weeks!).

A little back story….

In September of last year Tyler and I announced that we were working on a new game called 0uroboros, a platforming shooter with randomly generated environments. after a year of working on it, it felt 10% done. In order to avoid it becoming another mewgenics, we needed to figure out how to refocus it before it grows out of hand.

while working on 0uroboros we would take small breaks to prototype a few other ideas, but it wasn’t till December that we actually sat down and decided to do a full game jam and see what would come out. within a week what we had was a completely stripped down platformer with an adventure game “open” feel where the levels were all locked into tidy little boxes but attached in a way where they could be explored… it felt a bit like VVVVVV meets 1001 Spikes with a Spelunky control setup and it felt perfect.

once again what started as a 2 week mini project sprawled into, by far, the largest game (level wise) I've ever worked on. I'm extremely proud of what we've accomplished with this game, it embodies aspects of basically every game I've ever created and I'm super excited to see what you guys think.

and now a little QA to clear up some frequently asked questions:

Q: is this the Steven game? 

A: well it's not 0urboros, but themes from it did bleed a great deal into it… you could say that in a way The End was a continuation of themes that i explored in Time Fcuk and 0uroboros… Steven is the glue that holds all my games together!

Q: so does this mean 0uroboros is dead?

A: not at all! I'm positive 0uroboros will eventually see a release, we just need some time away from platforming for a bit.

Q: why didn't you announce this game sooner?

A: because i have way too many projects that I've announced become vaporware shortly after announcing and I'm sick of it, from now on I'm only going to announce stuff a month or two before release.

Q: what happened to bum-bo?

A: The Legend of Bum-bo is still very much in dev and scheduled to release this year in December.

Q: are you you working on any other projects currently? 

A: no, just bum-bo for the rest of the year (and i guess isaac booster packs).

Q: do you like me?

A: no!

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Hello World!

First off, the facts!

The Legend of Bum-bo is a randomly generated, turn based puzzle rpg where you take the role of Bumbo (from the binding of Isaac) as he punches the faces off hordes of paper goons and takes their coins! …only to gamble them away at the casinos.

it’s being developed by myself and James id (fingered + all those cool live action trailers for my games) and once again features the musical stylings of Ridiculon!

the game will release on Steam and iOS sometime later this year!

Story time:

A year and a half ago James and i decided to work on a tiny little project called Fingered, you all played it, it was the hotness of 2015.

riding off the success of fingered we decided in early 2016 to start work on a full size game, the very rough outline of this game was simple, we wanted to make a puzzle game with an unconventional/non traditional visual design and a hobo theme!

the initial idea was to do a marionette puppet theme, you play as a hobo scrounging through the trash for booze to survive while also defending against hordes of rival bums out for your sweet sweet trash! the game would use a basic match x puzzle theme where you combine specific pieces of trash together to make “spells” that would aid in attacking defending and healing. you’d eventually dig down to the bottom of the trash, find a bottle of viper and the level would end.

the idea was solid, but after a few days mulling it over it didn’t feel as deep or new as i wanted and the basic crazy hobo theme didn’t feel as inspired as i hoped.

at this point James and i had been skyping a lot, we had similar childhoods, we would reminisce about visiting our fathers on the weekends, pilfering dot-matrix printer paper to make comics and animated flip books and building dioramas out of cardboard. these are all themes i pulled from when designing the themes in Isaac, being a creative kid, being lonely but having the ability to escape into a safer world via drawings and cardboard worlds.

of all the people ive worked with James was the one person who i had the most in common with when it came to how we grew up and since isaac was designed around a theme we both experienced, it felt appropriate to explore this theme more in Bumbo.

so i scrapped the “hobo quest” theme and allowed the Isaac world to start bleeding in. the hobo became Bumbo, the enemy bums became paper monsters and the back alley dumpsters became the cardboard walls of the fantasy world of a 7 year old kid.

(initial design sketch)

(current build)

i know this post doesn’t really explain what Bumbo is and how it plays, but this is where we started so i thought it would be the most appropriate way to start this blog.

expect staggered updates here that range from video footage to tech posts to the innate ramblings of a nut.

here are some bits and pieces of bumbo that have been floating around the internet for a while.

imageimage

Stay Tuned!

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it was interesting

i did these polls as a weird social art project based on weird questions that came up in my group of friends.

they were fun to do and i actually learned a bit from it.

i kinda wish i didnt answer them all though, but it was the most suggested thing people were bothering me about with each poll, so i thought id be honest.

anyway, dont judge me asshole!

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yes

i was picked on a great deal in school mostly because of my dyslexia and weight.

the weight stuff never bothered me but being called stupid or judged because i had to go to “special classes” took its toll.

reading out loud in classes was a fucking nightmare but people eased up eventually.

i guess ive been bullied online, but it doesnt hold the same weight for me than the in person stuff

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yes in real life

i had a tendency to poke at people who were really odd, i really enjoy knowing how other people think ( hence why i did these polls ) and i sometimes would poke the hornets nest to get a reaction and there is a good chance that the people i choose felt picked on or bullied.

i dont feel good about it, but i never meant any harm and nothing ever went too far. :\

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