Baby Alastair, Paternity Leave, and Vita

We had a baby.

We Had a Baby

So back on August 3rd, we had a baby.  Technically I shouldn't be writing anything until November as I promised Chloe I'd take 3 months of paternity leave - but if I'm writing about baby Alastair, the lines are a bit blurred, no?

It has been, basically, insane.  Before you have a baby, everyone deluges you with warnings about how hard it will be to feed and change diapers every three hours, etc.  But since both my wife and I are home all day, that isn't really a big issue.  The thing nobody prepared us for was a little thing called juandice, which common wisdom says isn't a big deal, but in actuality can kill your child or leave it with lifelong disabilities.

The fluorescent blue lights break down bilirubin.

They measure jaundice by the amount of bilirubin a newborn's bloodstream.  A level of 5 or more makes the baby turn yellowish.  A level of 20-25 or higher causes brain damage or even death, so when it gets to 12 or so, they treat it with special blue lights that break it down.    This was the case for Alastair, so they put him under lights for about 2 days until his level went down to 9.  They had us watch a special precautionary video about Kernicterus, where children with high bilirubin amounts are left with cerebral palsy, deafness, blindness, and other maladies.  Since he was still in the yellow range, they warned us to take him to a pediatrician at the earliest possible time - this was a Friday, so that meant Monday at 8 am - then discharged us.

Having a baby at home for two days was awesome.  Unfortunately his bilirubin rise over the weekend, unbeknownst to us.   The pediatrician, noticing that he was still yellow, took another bilirubin test.  It had risen to 42.

You can't see every wire but there are at least 5 of them.

So the next two weeks were spent in the ER and the ICU.  A bilirubin of 42 was  higher than they'd ever seen, so they retested to make sure - and it came out 41.7.  We were told to his brain was being damaged as we waited and to expect severe neurological problems; he might never again be able to move, eat, hear, or talk.  They ordered a full exchange transfusion to cleanse out as much of the bilirubin as possible.  He needed to be transferred to another hospital with more advanced facilities, transfused, then transferred back as it wasn't covered by Health Plan of Nevada.  He went under the blue bili-lights. They tested his kidneys and did an ultrasound on his liver.  He was treated with antibiotics, since infection was the only way they could explain such high bilirubin values.  He had an EEG showing non-clinical seizures.  He failed the hearing ABR - where they test whether the brain can still receive signals from the ears.   He had cords coming out of every limb for monitoring, IV, transfusion, etc.  By the end his veins were so damaged from continued testing that they had to switch to oral medications.  

All he wants now is a Vita.

We were surprised, then, when his MRI came out clean - a bilirubin this high is supposed to cause visible lesions to the parts of the brain responsible for hearing and motor control, but nothing was apparent.

Even more interesting, he appears able to eat, control his limbs, respond to our voices, and basically do normal baby stuff.  We've taken him to a hematologist, a GI specialist, a neurologist, an ear/nose/throat doctor, a urologist, and a physical therapist, and all seem to think he's basically normal.  He's still taking a small amount of anti-seizure medication as a precaution, but the neurologist says he should be weaned off of it soon.

The Deal With Vita

In the absence of any updates to the contrary, many people have said that the Vita version is canned.  Not true!  Honestly, though, it's kinda hairy how it all unfolded - the original plan was that Mono would come out for Vita and I would just port over the same code I used for PS4, but I think something happened with Xamarin, and the Mono port never materialized (perhaps they wanted more money from Sony than the Vita games could reasonably return?  I don't know the details, this is just a guess).  But then a small miracle happened and the folks at Sickhead (who also develop Monogame) started developing a C# to C++ cross compiler, and Sony asked them to do the Vita ports for both AV and Towerfall.

The really great thing about a C#/C++ cross-compiler is it makes it possible to port XNA/FNA/Monogame stuff to all kinds of platforms without having to involve Xamarin in the picture.  So when PS5 and XBox Two or whatever come out, I won't have to switch over to a whole other engine just to support them.  And bypassing the virtual machine should also yield some performance benefits.

The downside is that this work is really, really hard.  Originally they were thinking the tech would be ready in June, but it's obviously slipped.  C# does a great job of shielding users from complex native underpinnings, and this is what Tom Spilman and folks need to replicate in full. From what I gather they have Towerfall running to some degree but AV is a more difficult beast in terms of things like executable size, memory usage, graphical complexity, etc.  My personal prediction would be it'll be ready late this year, but it's hard to know for sure.

But it is coming.

Axiom Verge OUT NOW on Steam and Humble Store!

Steam:  http://store.steampowered.com/app/332200/
Humble: https://www.humblebundle.com/store/p/axiomverge_storefront

 

Here's the press release:

LAS VEGAS – May 14, 2015 – Tom Happ is proud to announce that Axiom Verge is now available for purchase on Steam and the Humble Store for PC, OSX, and Linux. Axiom Verge is an action-platform-exploration game that's not only created in intricate detail in the style of classics such as Metroid, Contra, and Master Blaster, but uses old-school "glitches" as a gameplay feature. You'll use them to scramble enemies, corrupt environments, and pass through walls into hidden areas in a massive alien world.

New features include Steam Cloud saves, Achievements, Trading Cards, Leaderboards (Global Leaderboards at launch, in-game Leaderboards shortly after), and in-game map reminders. Map reminders will be coming to PlayStation 4 version in an upcoming update.

Watch the Axiom Verge Trailer

With over 900 unique rooms to explore, Axiom Verge is the culmination of five years of art, code, music, and game design all from sole developer Tom Happ. In Axiom Verge, you play as Trace, a scientist who awakes in an alien world after a lab explosion. A voice calls to Trace telepathically for help, his only clue to the strange world in which he finds himself. As Trace works his way toward the voice and beyond, he explores an expansive world of monstrous enemies, power-ups, weapons, bosses, and loads of hidden items.

Axiom Verge is priced at $19.99 / €17.99 and debuted on PlayStation®4 to near universal acclaim. It received 24 separate reviews from major outlets giving it a 9 out of 10 or higher, including Giant Bomb’s Jeff Gerstmann’s first perfect 5 out of 5 score in two years. 

Features: 

  • Explore an expansive non-linear alien world with more than 900 unique, interlocking rooms.
  • Gobs of unique tools and abilities, loads of weapons, and tons of health/power/attribute upgrades.
  • Battle with nearly 70 unique creatures and gigantic screen-filling bosses.
  • "Glitches" now allow you to break past the boundaries of normal gameplay.
  • Speedrun Mode – Play with a streamlined interface and additional features to facilitate speedrunning.
  • Supports Steam Cloud saves, Achievements, Trading Cards, Leaderboards (Global Leaderboards at launch, in-game Leaderboards shortly after), and in-game map reminders.
  • Available now for PC, OSX, Linux, and PlayStation 4. Planned PlayStation Vita release (cross-buy supported with PlayStation 4).

 

Axiom Verge Releases for Steam on May 14th!!

"After achieving top marks on the PlayStation 4, the PC release will be available on Steam and the Humble Store on Thursday, May 14th. Axiom Verge is an action-platform-exploration game in the tradition of classics like Metroid, Contra, and Blaster Master. In addition to new PC features like Steam Cloud saves and Trading Cards, it boasts over 900 screens in a massive alien world, monstrous enemies, bosses, and power-ups."

Here's the full press release: 

http://www.gamasutra.com/view/pressreleases/241675/Axiom_Verge_Announces_May_14th_Release_on_PC_Steam_Humble_Bundle__PlayStation_Vita_to_Follow.php

Axiom Verge PS4 Theme Available Now!

The theme features a slideshow of up-scaled game stills that cycle in a slideshow.  The background music is a downtempo remix of Eribu theme (you can disable the music in your system settings if it's not to your liking).  The icons have been redone in a pixelated style.  You can get it for $1.99, here:

https://store.playstation.com/#!/en-us/games/themes/axiom-verge-theme/cid=UP2149-CUSA01230_00-AV001THEME001PS4

Here are some more screens just to give you an idea:


Max

It's been a surreal couple of weeks following launch.  Axiom Verge has exceeded my wildest dreams and become a critical and financial success, and I'm ever so appreciative of all of its fans and all of its acclaim.  But's been almost like watching this in a documentary of someone else's life.  I don't feel like this is real, or that I'm really here experiencing it.

Because all I can think of is Max.

I adopted Max about four months before Axiom Verge was even a twinkle in my eye.  I'd always wanted a dog, and I'd felt I could finally provide one the life it deserved.  When I met Max at the dog rescue I could tell right off the bat that he was something special; after having been introduced to several other dogs, I asked the lady working there if they had any dog that was especially kind and loving.  "Droopy loves everyone," she explained as she brought me to his cage (they had named him "Droopy" due to an eye condition where his eyelids drooped - this was later fixed through surgery). As I walked him out, it felt like he already knew I was his future doggy daddy, as if knowing that we were to be companions until the end.

I took Max everywhere.  He'd spent the first three years of his life living in god knows what kind of conditions as well as in the dirt pen of the rescue, so I wanted him to see as much of the world I could show him.  Most people think that Las Vegas is just a strip of hotels but actually it's surrounded by beautiful mountains and canyons, so that's where we spent most of our time.

Lap desk + dog = coding bliss.

But even when we weren't out exploring, he was always by my side, watching me work on the house or on computer.  He's the sort of dog who wouldn't go running even if you left the front door open for him. He loved to snuggle next to me on the couch as I programmed AV.  He understood me without me having to teach him.  "Over here, Max!"  "Out of the way, Max!" "Stay close, Max!"  Overall he seemed curious about whatever I was doing, regardless of what it was.

A family at last.

But I knew that Max had always wanted a family. Eventually I was able to give him that, when my fiance (and now wife) Chloe came to live with us.  I think the best part for Max was finally having companionship at all times, even when I was at work at Petroglyph.

Unfortunately it was around this time that Max developed cancer.  He had three malignant tumors develop at the same time, each of a different type.  Between surgery and radiation treatment, I ended up having to sell my car (spoils from the days of extravagant EA bonuses) to pay the bills.

Max's get well card commanding him to heal.

Dogs win over cars every day of the week.

Max on the day he was declared cancer-free.

He had to spend about a month in Carlsbad, CA for radiation treatment. We drove from Las Vegas every weekend to visit; they let us take him to our Motel 6 room overnight.

A lot of people were telling us that you can't beat cancer - that it would be kinder to euthanize Max - but, miraculously, he pulled through.  There was never again any sign of cancer in his body, just patches of white fur where he'd been irradiated.

And that's when we received the pub fund offer.  I was ever so close to experiencing the dream where I could spend every day with Chloe and Max. And, soon, a little Happ, too.  Chloe was expecting.  I could show them all the world.

Max was never far.

March 28th 2015, three days before launch, began like any other day.  Max woke us up to be fed, I went upstairs to my office to work.  But as we ate breakfast it became apparent something was wrong.  Max was hanging his head low and not looking us in the eye.  I went over to check him for injuries, and his belly felt hard.  I called the vet immediately; she said to take him to the emergency room.

It turns out Max had something called Gastric Dilation and Volvulus Syndrome.  It's a condition that can happen to large-chested dogs that ingest too much food or water or have too much activity after eating.  We think Max probably drank too much; he was always aggressive at his water bowl.  Luckily, the surgeon told us we'd caught it soon enough that the tissues were still healthy; he was able to undo the damage.  Max was going to make it.

I was in good spirits.  Max was going to be okay - he'd beaten cancer, after all. And the game was getting tons of media attention.  Chloe and I envisioned spending the next fall travelling the country in an RV with our dog and newborn son.

I told him he was a good boy and that I loved him.  But even until the end, I still believed he would be okay.

But it just wan't to be.  The next day, one of the ICU technicians called to let me know that Max was suffering internal bleeding.  They didn't know why.  Okay, I said - do everything you can.  So they took him into surgery again to stop it.

The day before launch, the reviews were coming in.  5 stars.  100%.  85% Metacritic, higher than any game I'd ever made under EA or Petroglyph. But now Max needed blood transfusions because he just wasn't getting enough protein to heal. On launch day, we sold enough copies that I could fund the next game.  I constantly refreshed the sales tracker, trying to drown out my fears with whatever good news I could glean.  Max needed another operation to remove tissues damaged from the lack of circulation.

It went on.   He eventually progressed to multiple organ dysfunction, a common side effect of volvulus, and one that modern medical science still hasn't found a way to conquer.  They called us in around 5 am on April 3rd to say goodbye, in case he didn't make it.

Max's heart stopped beating later that morning. 

Max is with me all the time, now, just as he ever was, my faithful coding companion.

Launch week is supposed to be when you blog about how well it's going and how proud you are of your accomplishments, but, for me, I couldn't feel this at all (thank god for Dan Adelman and everything he does!!)  I've tried to tweet positive things and keep the buzz going, but it's empty. Chloe said this could be the universe's way of balancing things out - it takes away as much as it gives.  If that's the case I'd trade all of Axiom Verge's success just to get Max back.  It feels so hollow to know that with all these good things coming around the corner, he couldn't be there.

Stay close, Max.


New Playstation Blog and Launch Trailer!

For today's launch we've got a new blog up on Playstation Blog, as well as a new trailer!

Here's the  Blog.

Here's the Trailer:

http://www.playstation.com/en-us/games/axiom-verge-ps4/ A failed scientist dies in an accident, only to awaken in a mysterious, alien world. Where is he? How did he get here? And why do the fundamental laws of reality appear broken? Life. Afterlife. Real. Virtual. Dream. Nightmare. It's a thin line. It's Axiom Verge. http://www.axiomverge.com/

Trailer made by the talented and timely Marlon Wiebe!