Joshua E Silver @JoSilver

Age 31, Male

Game Dev

Brooklyn College

Joined on 9/21/07

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JoSilver's News

Posted by JoSilver - 9 days ago

It's been a long, long while since I drew Ms. Scar and her ever faithful #2 Samson. I had a lot of plans for this series. Back then I just didn't quite have the focus to get it done. I'm not sure if I'll ever have the time to get it done, but I certainly hope to get it done one day.

For the longest I didn't really have the strongest vision of what I wanted the series to be, but now I feel like I've came up with a strong path for the series to follow. I certain;y hope I can get something done in some capacity. But in case you haven't seen this before I wanted to share it with you guys as there is currently no real way to see this anymore.

So I cleaned it up and included some extras.

Turn on subtitles.

I decided to not mess with the writing in the actual video for preservation purposes. But the subtitles are a sort of second (More like 6th at this point) pass at the script.

Let's me know what you think.


Posted by JoSilver - December 4th, 2022

Been Making Good progress on the game.

Just gonna drop one more gameplay clip. Things have changed alot since the last one.

See Ya Soon.


Posted by JoSilver - November 21st, 2022

Since it's been so long. Enjoy Some uncut footage of the game as it's currently progressing. I think it's coming along pretty well. Been having some more time to work on this last week and I've made a heck of a lot of progress.

Just wanted to note that all art assets (Sounds, Model, Animation, ect...) are all placeholder. And are design to test certain features of that game as a whole... sadly the final game will have a lot less large honking baps... not none though...

And if I don't see ya soon, Happy Thanksgiving to all you Red Blooded Americans out there... (Not like those Green Blooded Dutch.) and a Happy Holidays to all (The Dutch included.)

See ya soon.



Posted by JoSilver - October 30th, 2022

Happy Halloween Everybody.

Sorry not much news at the moment. I'm currently getting animations working in the game. Not much to report for now. Progress is going slow but it's going.


Posted by JoSilver - October 2nd, 2022

Edit 10/16: No new update this week. Working on the Final Boss, Will have more details next time. Sorry.

So I just wanted to apologize for the lack of a post in a while now. I wanted to make a post last week but work has been so nuts lately that I just needed some time to rest... hell, still do. I was hoping to have a lot more done by now but I still some stuff to show.


Since the last post the map has gotten a lot bigger. For now I'm trying to nail down the layout of the map and all the puzzles and item placements before I worry about art. So for I gotta say I think the game is coming along great. I want to have everything figured out before I make art so that way I won't have to worry about say doing an art pass on a room that won't be in the final game or a room that I completely alter the layout of. It's still early days on that front.

Most rooms are just empty with out much purpose which isn't a problem on it's own but I want to make sure every room feels like it has a purpose even it it doesn't.

The actual gameplay of the game in my opinion is going quite good.

Early on I wasn't really sure about how the game played... it felt pretty dull and lifeless. But after a lot of tweaking and adding new weapons and enemies it's really coming together. You can't just walking in to a room and shoot, you'll die immediately. You need to dogde incoming fire, take cover, prioritize targets. There is still a lot of work I need to do but it's already in my opinion a lot of fun and I hope when it's finished you guys will enjoy it.

I wish I had more to show but all I really have to show are samey looking gray corridors and eniemes that are only differentiated by a shape over their heads.

and so, that all I have to show this week.

See ya again soon.


Posted by JoSilver - September 5th, 2022

So I just wanted to fill you guys in on what exactly I've been working on for this upcoming madness day. It's both big and small. It's going to be a small little game but It's a pretty big project. It's on the scale of a vertical slice of a full scale game.

So where am I so far. A lot of the core game systems are up and running. And I am currently designing weapons, enemies and the play space. The nature of the project has shifted a bit from something more complex to something a bit simpler due to time. So what kind of game is it.

In a nut shell, A boomer shooter, Very much trying to channel more Wolfenstein 3D rather than something like Doom.

That said the pace is going to be slower. I want to the player to take their time and consider each every turn they make, each and ever shot they take. I'm hoping for a peanut butter and chocolate situation with the game play, Slow can be tense if done right I say.


Blocking out the play space.

I'm not trying to nail a specific look for the game, I want it to look old school but not pixelated. Kinda of a look that both wasn't really possible back then but is stemmed from limitations that were imposed on games like Doom and Wolf 3D.

My first step when starting this game was nailing the lighting, Nothing would continue forward until I got is just right.

One thing I wanted, no, needed, was depth based light. If you played doom you know that lighting in the game is based on distance from the surface to the camera, closer you get the brighter things become. This worked really well back in the day to simulate things like shadows and fog.

I also wanted non-directional point lights, and I wanted them to not bleed outside of rooms they were placed in.

It took a lot of fiddling but I manged to bully unreal in to doing what I wanted.


Old school lighting for a new school look.

I'm really happy with what I was able to acomplish here, it's one thing to get something looking the way you want it to it's entirely another thing to make it flexible and easy to work with. So far it's very flexable and easy to work with. It as easy to use as ploping doing any old light in unreal. I've still yet to really put my lighting system through it's paces but It's looking promising so far.


Light the monkeys!

Madness day is a menacingly short way away. It's gonna be hell of a sprint to the get the game done by then. With any luck I'll having something ready come Madness day.

And that's all the news I have for today.

See ya soon!


Posted by JoSilver - August 22nd, 2022

There is not much to say this week. I will talk more about the new project when there is more to show. It's still early days.

All I can say right now is that it's going to be something for Madness Day. And I'm hoping I'll be able to have it ready for then.

Sorry not much this week.


Posted by JoSilver - July 10th, 2022

Edit (7/26/22): Leaving this post here for this week. Will be back next post with more news. Sorry dudes.

Edit (7/28/22): So, just wanted to give a quick life update. I went to the doctor today because I've been breaking out in to hives lately for no reason. I've been feeling really crappy lately. That's why I'm not doing a proper post. Just feel pretty awful lately. The doctor believes it's stress related.

So Madness Combat 9.5 Dropped. Did not plan that not even gonna lie. I posted my shit and do my usual scrumming around the art portal and was like hey there is a lot of Madness art today, It's LIKE EVERYONE IS ON THE SAME WAVELENGTH! Turns out I'm the asshole completely out of the loop. OOPS!

So if you like Madness and If you're sticking around here today, I assume you do so got check it out. And give @Krinkels some love.

I needed to take a break for project honey. June was an extremely stressful month for me. I need a small break from the normal grind...

So anyways, Felt like doing Madness again kids.

(Oof, the porn ads really kill the atmosphere on these but I can't in all good conscience think of giving these anything lower than an A rating. Oh well.)

So back in 2019 I wanted to redo my old Madness Models from 2015. They are super rough around the edges. So from between 2019 and now I've gotta say I've learned a fuck ton about Rigging. So I decided to go back and actually finish the 2019 Models. They were kind of unusable by my current standards. Honestly Most of the work I did on this current iteration the model was entirely work on the Hands. I was never really satisfied with the hands and how they were rigged.


2022 Model of Madness

But now I think this is probably the best iteration so far. I was worried that they eyes would make her super uncanny, But honestly I really think she looks cute with them. I wanted to add a neck But none of my attempts really worked. I wanted to be able to chop their head off in a realistic way but nothing really fit well in my opinion.

The whole Idea behind my interpretation of Madness is entirely based in grounding it in reality... Wrapped reality. Adding necks would have been a way to make the gore more visceral and and frankly disturbing. That said I decided it's just not worth it trying to make a neck work. The idea of floating limbs is far more fun a concept to explore anyways. The Madness series is no stranger to that.

I wanted to make this a much larger set, I plan on working on the rest of the set soon. I wanted to explore a number of concepts and Idea beyond my Ideas for Tricky (Which I feel I've beating in to the ground like dead horse with out actually explaining it, someday... ) Plus I need to finish updating the Male Model and working on more than one GUN!

I've got a ton of Ideas for madness related stuff. Lately I've really sat down and really though through a lot of the ideas I've had and I feel like I've really developed some good connective tissue for all my ideas.

Anyways that's all I have for today.

See ya soon.



Posted by JoSilver - June 27th, 2022

So I wanted to start this post off be apologizing for both the late post and the lack of a post last time. It's been a crazy month for me. A lot of stuff is going on for me. Some good, some infuriating but things are beginning to mellow out for me.

So when I comes to project honey things are going very well. So I just wanted to talk about a recent development with the game and how I managed to salvage and old cut Idea.

Early Days

So, when I first started project honey, as I've said multiple times, I really didn't know exactly how the game would be structured. It all boils down to progression, The game that I wanted to most closely model project honey after in the beginning was Yoshi's Story.


Yoshi's Story (N64, 1997)

Yoshi's Story had a very unique way of progressing through levels. There were no flag poles or level exits in the game. How you completed a level was by simply eating 30 Fruits, To %100 the game you need to eat all 30 melons in each stage. Project Honey has a similar idea for progression in that it's not about completing goals but "Defeating" Enemies. But Yoshi's Story does have a few problems.

For one, nothing stops the player from barreling through each level just eating any fruit they encounter meaning it's very possible for a player to not fully engage with the levels and it's likely what new players will do. It doesn't help that a single play through of the game is 6 Levels. All that can leave the game feeling too easy, short and lacking in content for a person who doesn't look for any secrets in the game.

I didn't want this. So I decided what if each level has multiple completion goals. Like "Defeat" 12 Enemies or "Defeat" These specific enemies. That meant that I needed to come up with a way to easily program these Missions. So I came up with a Mission/Objective System. A mission is made up of a number of objectives. Objectives could be completed or Failed and even be optional.

With this system It got me thinking about how I could structure progression and I knew I didn't want the game to be a level by level affair. So thought about something like X-COM.


XCOM: Enemy Unknown (PC, 2012)

I decided I wanted it so the player had a choice to go to certain number levels at a time but they could only go to one of them on a given Day and after the level avalible would change. But this idea eventually gave way to something simpler.

I decided making a whole bunch large levels was too much work, So I decided to make just one BIG LEVEL! That however meant doing away with the mission system as it was built entirely around the idea of the level ending after completing a mission.

The design for Project Honey became more Metroid and eventually a bit more Souls-like. Untill I reach where the game is now and I feel it is the right direction for the project and I am pressing full steam ahead with it.

Current Day

So currently as I work on flushing out the game world I realized I want there to be events in the game, mini games, small puzzles to solve. The game at first wasn't going to have anything like that as It was originally something played in short bursts being far more arcadey in design.So I didn't have a system to flush these things out easily. Say I wanted it such that if the player presses a button a "Golden Banana" to appears but the player can't collect it until all the enemies are "Defeated" in time. When pondering how I could solve this issue I remembered I have already in the Objectives in the game.

So I came up with a system of Goals and Objectives. Goals have objectives, When a Goals is actives it can be met. When a Goal is met It sends a message to game entities including other goals. Allowing me to play cut scenes, spawn items or Activate, Reset or Deactivate other Goals

Using this system I was quickly able to prototype the beginning tutorial section of the game as well as couple fun little puzzles I had in mind.

Honestly things are going really smooth for project honey. I just had more time to work on it, than I currently do... OH well.

That's all I have for today.

See ya soon.


Posted by JoSilver - June 14th, 2022

No news this week. Works been hectic lately. New Training, Inspections... New people. A lot.

Next week I'll be sure to have a detailed news post.