Why Oregano?

As the development of Space Adventure progresses, the development team and I (really more of a personal selfish act) have christened the first official release of Space Adventure to the public as Oregano 1.0. Oregano 1.0, will finally showcase the hard work we’ve managed to put into Space Adventure: it illustrates our growth as an independent gaming studio and more importantly allows you, the public, to view a snippet of all our hard work

So you might be wondering why this peculiar spice, christened the first playable version of our game. Why not paprika, or kittens, or maybe even Space Adventure V. Puppies 1.0? Well, the answer is simple, really. As the days passed by while the team worked hard on the pre-development phase of Space Adventure (the phase were all documentation for the game was generate.) I found myself one Sunday morning finishing up the game’s schedule and eating some menudo (a Mexican soup filled with meat pieces and hominy). As I was closing up that morning’s work I drastically needed a name for the first version of Space Adventure (really a keyword to use the ctrl+f function of Microsoft Word more efficiently). So I looked at my then empty plate to admire nothing more than the small soaked green flakes left in residue in front of me. There I thought and wrote “Oregano”.

So there you have it ladies and gentlemen, inspiration in the form of food!!!

-Gabriel follow me @adventureco2


Week #2 of development

This week has got to be one of the most productive weeks for Prototype Studios and Space Adventure. While a part of our staff has began classes, we continue to strive for progress as character and engine development continues to grow. It’s quite beautiful how passion can drive even the most busy person. So give it up for Prototype Studios and all other independent video game companies out there that continue following their dreams. Congrats!!!!

So now for some very awaited progress and of course beautiful beautiful screenshots. 

This week we were able to complete  almost all characters for World 1 of the Space Adventure platforming adventure. With that in mind I present to you Count Robotcula (the vampire robot master of World 1): 


What a chocolaty feeling right? The character design here emerged from the chocolaty flavors of the Count Chocula cereal. So as you can imagine his castle and domain intertwines the player in a post-apocalyptic renaissance robot-land. 


To expand the platforming aspects of Space Adventure, our design staff decided that it be apt to include mini-bosses on top of all bosses in every world. With this idea Siccoro (the character depicted above) was elaborated: 

“Born a poor country robot he lived a life of poverty, barely having access to any beer. One day the count passed through his village and they both met. The Count was able to see the potential in him and offered him a job as one of his solders.  He quickly mastered the way of combat and became a knight who pledged loyalty to the Count. He helped the count win many battles and after his age started to make combat difficulty the Count suggested he retire and become his personal butcher. He accepted and now lives at the castle with the Count. Although his time as a fighter has passed he has not forgotten his knightly vow to always protect the Count, even if it costs him his life.” 



Aside from all character design our engine team was able to begin working on Oregano (the first working version of our game) along with working out a release date for the version. 

So let us know what you think and what aspects of the game you like/don’t like. If you haven’t followed us go to twitter and follow us @adventureco2 or if you’re an avid Facebook user give us a like at https://www.facebook.com/prototypestudios18. Thank you guys very much for the support and have a great day!!!

Why I’ve been watching Bob’s Burgers

Let me just say something about this series: It’s fucking phenomenal! The character development is easy to relate to, as you observe a protagonist (Bob Belcher) who lives his dream regardless of the inconveniences that life has thrown his way. As his children ridicule him and shatter his dreams this overweight middle-aged father of 3, portrays the mirror image of an indie game developer, and teaches us (the indie developers) to never give up on your dreams.


The sole moment that depicts this independent feeling of achieving personal goals and dreams comes from episode: “Moody Foodie”. As Bob’s career begins to spiral, he is succumbed in a dream where his life of risk, semi-poverty, and entrepreneurship turn into a mild-mannered, blue-collared life. In it’s own hilarity, this eats him alive and terrifies him, as it should all of us. To give this live up of creativity, passion, and love for security is an outrage. To turn into pencil pushers and programmers should never be enough. We are the few chosen who decided to accomplish our dreams and make them reality.

So if you haven’t check out Bob’s Burgers, go for it now, and remember that even when life seems it’s darkest you can always and should always love what you do, and do what you love.