We recently got our official store page up for Octodad: Dadliest Catch. What this means is that when the game comes out it will be sold from that page. For now you can checkout some new screenshots and also add the game to your wishlist so you can get notifications as to when the game releases and/or goes on sale.
We’re still planning to release in January so there isn’t too much time left before release. We’re finishing up a few of the last levels and getting in all the dialogue + cutscenes
To tide you over check out this quick look of the first level all polished up.
We recently announced at PAX that we will be supporting the PlayStation Move controller when we release the game for PlayStation 4! Head on over to the official PlayStation blog to read our entire announcement!
This is the first time the PS4 will be publicly playable and Young Horses are happy to announce that Octodad: Dadliest Catch will be 1 of 3 PS4 games available to play on the show floor.
For more details check out the PlayStation Blog post.
<3 Young Horses
Oh no! It’s Father’s Day and you haven’t a gift to give the ol’ papa! Well don’t worry Tommy and Stacy, Octodad’s darling children, have a few ideas:
1: Mustache Warmers: These are essential for any dad, whether they have a mustache or not! Slip them on and they will keep your mustache as warm as a crackling Father’s Day Eve BBQ.
We get asked many of the same questions on a regular basis. Here are some of the most popular and what we have to say about them.
When is the game coming out?
We’re still on track for around end of year 2013 / very early 2014.
What platforms is the game coming out on?
PC/Mac/Linux both through Steam and direct through something like the Humble Store. We are looking into additional platforms, but those would take place after the initial release.
How did you guys come up with Octodad? Were you on drugs?
We weren’t on drugs, at the time. We’ve described this so many times it’s in multiple interviews. Seth Parker, Audio Composition/Design: “We had pitched for three days of basic ideas…one page pitches. So…we split up into teams of three and four and basically sat around for an entire day, banging our heads against the wall, trying to come up with eight-page pitches to bring back to the team… John Murphy, one of the artists and I were in a group together and we were like, ‘okay lets just go crazy.’ Somebody said something that reminded me of Descartes so I was like, ‘what if you were kind of a passenger in your own body?’ And then someone was like, ‘what if you were driving your own body?’ ‘What if you’re a guy inside a robot and you were driving them?’ ‘What if you’re an octopus in your head?’ ‘Well, what if you’re just an octopus?’ And that was how it happened.”
How many people work on Dadliest Catch?
There are 8 people that are part of Young Horses. We also have 2 additional 3D modelers who help us in their free time.
Hello all, Kevin Zuhn here with a message from the past: Building tutorial levels is hard! Back on the first Octodad we left our tutorial level until late in development, and it shows. Upon starting Dadliest Catch, we decided to do it right, and build the tutorial first. This time we would make it a wedding scene in a church so that it would be exciting and memorable as well as informative. The church level has therefore been in development from day one, and you can look back through its history to see how Octodad has taken shape over time!
Lucky for all of us I kept archives of outdated versions of Octodad from years past! Take a walk with me through time. Don’t worry, it won’t make your nose bleed. I think.
One Month Into Development:
Welcome to late July, 2011! At this time, our Kickstarter was still weeks away from finishing. Functionally speaking, our sequel was still identical to Octodad, and our editor had only advanced slightly since the end of the first project. You can see in the chapel below that we had old character models, and if you were to play this, it would be with the old controls!
When you work on something and fill it with love, you sacrifice pieces of yourself to your creation. Time, energy and hope are all slain on the altar of design and implementation. Octodad has put a lot of time into building something he doesn’t want to see disappear due to a misstep or thrown vase: his family. I feel the same way, sometimes, when I open the Octodad Editor and start building little worlds for him to exist in.
If there is one trait Octodad seems to have, it’s confidence. He can stride through a room, flip tables and knock down grocery shelves without seeming to really care. Our game is a stealth game where the main character is wearing his disguise at all times and we encourage the player to go hog wild on the world around them. His confidence comes from the player and the need to keep up the charade.
The secret is, Octodad does care. The suspicion meter that fills when you do things that make you stand out as non-human is a symbol of Octodad’s fear. A symbol of the people around him taking note of his flaws and marking them as strange. His ultimate fear is having his family slip away when they discover what he really is.
Octodad captures our foibles. He has an inept body and his communication skills could use some serious work, but he tries. He puts effort into keeping his family happy. He honestly doesn’t mean to flip that chair or destroy a cart of watermelons, but he’ll keep going after he does it. He’ll keep trying. He overcomes his fear, and continues on even while his suspicion meter fills and people begin to whisper.
This is a trait I need to use when I work on building his world. On occasion I will tie myself up in logic when working on a level, or I get overwhelmed with something small and my own suspicion meter begins to fill. When mine hits max, though, my level doesn’t restart I become paralyzed with dread.
How will I achieve my tasks? Why does time move so fast? How could I be so stupid and make so many mistakes? These questions lead me into bouts of anxiety and insecurity. I become manic and paranoid about getting kicked off the team or drawn and quartered in the town square.
These fears only stop when I finally stand my ground and say “No”. Octodad keeps going even when his suspicion meter is 90% full. He keeps trying to keep his family happy by doing the best he can, and damnit so should I. I sit at the computer, re-open the editor and get to work as my fears sizzle away under the joy of making something that functions like it should.
Something both Octodad and I have, that we should really put more trust in, is family. I didn’t know any of the guys on the original Octodad project when it started. Since it’s release and the shrinking of the team to what we are today, I can say with confidence, that we’re a family.
And just like Octodad I don’t want to let them down.
I know I can turn to Zuhn and Chris to help me solve my crazy logic knots and go on creative explosions. That I can rely on Geisler and Devon to fix bugs and provide me with cool new toys to make the game better. That John and Phil will both be full of feedback to give and Seth will compose the right notes that tie the game all together.
We’ve all put a lot of love into making Octodad: Dadliest Catch great. When we’re hitting our strides, and are together, any sort of personal fear is lost in the confidence that we’re happy with what we’re doing and we can’t wait to show the rest of the world.
Come play Octodad: Dadliest Catch in person at PAX East in Boston, on March 22nd-24th! Visit us at booth 781. We’re part of the larger AMAZING Indie MEGABOOTH, and 6 of the 8 horses will be in attendance to show off our neat-o game for ya’ll.
Meet the PAX going horses:
- Majdi Badri – Designer, Writer
- Kevin Geisler – COO, Programmer, Producer
- John Murphy – Designer
- Seth Parker – Music/Sound Design
- Devon Scott-Tunkin – CFO, Programmer, Artist
- Phil Tibitoski – CEO, Community Manager, Biz Dev
We’ll be there to answer any questions you have or just chat it up about your favorite games. We could even talk about the oatmeal flavors that best fulfill your morning needs for sustenance!
Find out more after the break!