World ID: 797236956423619

Ahh, the inspiration. Started so long ago, and still returning...almost like...from the cradle to the grave. Yes, that is the inspiration, dusting off all the old stuff and making it new.

This game is a huge step forward for the IP, and a FIRST step with Meta and Meta Horizon Worlds to build an ecosystem that could use a jumpstart. Places like Roblox and Fortnite have proven the Free-to-Play model works, and that has been backed up by many successful projects, indie and AAA.

Cradle to the Grave starts with a simple idea: A fiction. A story. A world that lives and breathes, and dies, and revives, and all that. At the heart of this, is the 100 level game based on the level and technical designs of the original mobile game, and ushered, pushed, pumped, swirled and blasted into this ...decade :O

The base of the game is cranking through the levels and revealing the winding story, characters, and most importantly: swaggy Drip. Playing the game opens up new achievements, different paths, character choices and much more that enhances gameplay and gives users the ability to play their way, all while doing it in style.

Oh, the style--yeah we're into that. And we're going hard. The game is built from the zero, the ground up to work specifically on Meta Horizon Worlds. As encouraging as the first steps of building in Horizons is, we're thrilled and potentially helping define this engine for game developers into something looked at in the same breadth's as Unreal Engine and Unity, and even taking the lead in the VR/XR staging platform.

We broke through a few technical hurdles, which we are extremely proud of. Managing assets was one of the biggest hurdles, with naming conventions being so strict for the artistic aspects, it becomes distracting and frustrating during production. The ability to move 'assets' has been another huge issue that we hope to continue to work through, and overcome. This stems from the scripts not attaching/parenting(??) with the asset--the 'asset' package should all be a single contained unit to move appropriately and it seems this breaks when bringing assets from 'world A' to 'world B', whether that is breaking the existing scripts in 'world A', or the new import from 'world B' simply not working. Or, worse case (which we experienced alot) was the whole world became unusable without a complete backtrack, hunt down, and remove every bit of badness. This was a huge time consumer, and took from the actual gameplay, design, implementation and optmization.

Alot has been learned, but we're just getting started. What's next for 'Cradle to the Grave: New Horizons' is building out all the gameplay modes and levels, which includes a few surprises that we will share in the next month: IF WE HAVE FUNDING TO CONTINUE> This part is on Meta, and this contest, fyi. We plan on pushing a lot of IAP and quest driven content, focused on upcoming holidays, special events (every week at a minimum)...Oh, and there's this one really, really big thing we're working on.

It's called UGC (user generated content). We're not going to allow the inmates to run the asylum--but you better believe we're going to let them make some really fun stuff, that WILL make it into gameplay based on COMMUNITY APPROVAL. You know that Lego Ideas thing? Or the Fortnite UEFN thing. Or that whole Roblox thing? 'Piggy' at Target?? That's all UGC focused efforts that we are tapping into on levels that only 20 year professional game dev/designers are considering.

Things we hope to see:

  1. Animation Tools
  2. Material Tools -being able to access these nodes in engine is going significantly impact time spent dealing with 'friction' (aka. unnecessary resistance)
  3. Cinematic Tools

That's a small taste. This game, idea, art, design...has been in development for a while. I've taken 3 years to refine the game approach based on my time in the industry, from Ark to Zynga. I've chose Meta Horizon Worlds as the platform we are going with. Help me bring this idea to it's full capacity.

In any Event...we'll be having plenty of Events.

Built With

Share this project:

Updates

deleted deleted

deleted deleted posted an update

Whoa...wow...phew. What a...month?? Has it been a month already!? Cheers to the holidaze, meant with full intention.

We are continuing to work hard, and dev deeper, and getting some stuff in order still. Quests, Leaderboards, still coming.

There are some additions though--gameplay friends. Clothes,...SHOES!!! Yes, shoes. Even an advent calendar, whoa!

Much more to come every, single, day. Yay!

Log in or sign up for Devpost to join the conversation.

deleted deleted

deleted deleted posted an update

Update November 18th, 2025...sometimes if you can't be a part of the greats, you have to be one of the greats...or something like that. Anyways I went to the source of all things super playful awesome colorful fun stuff. In the world.

Now it's back to designing, not much has changed, just reaffirmed the intent of this game/sdk, and the goals we have. Very exciting, very huge stuff.

Still finding so many coding challenges, but the art itself is coming along. By the end of this week, looking at a full MVP with all the main bells and whistles so let's see.

And still wishing, praying and hoping upon a Mickey Mouse Dream to win this contest and get some funds for development.

Log in or sign up for Devpost to join the conversation.

deleted deleted

deleted deleted posted an update

We're definitely going to need roads where we're going...Spending alot of time 'optimizing' now. It's a push and pull, time consuming as F and a wonderful thing when it's all done.

Modular paths. Now, if Meta get's onboard with devs like me and wants some notes, we'll start by making a pathing system in the desktop editor. And if it's already there...let people know where, and how to use it.

Anyways...still waiting to hear on the contest part.1, and today is the biggest grandest birthday event of all...mine.

Log in or sign up for Devpost to join the conversation.

deleted deleted

deleted deleted posted an update

Nov. 6th Update. Captains Log...I'm tired, so tired...perhaps if I can control his mind with something to do...we can control his...Spaaccceee Maddnessss....wait... On earth today, we're working on finalzing all the assets for our actual Super Grandtacular Saturday post Spooky Day Event--going to call it 'Tourniquet Tournament'.

Still trying to get soooo much simple stuff to work. It's frustrating from a development standpoint, like being trapped in a thick glass box. You can see everything you need right there, just can't get to it...yet. Almost. I have faith in Meta, they have invested alot and TBH aside from the hardships of cutting teeth on a brand new desktop SDK...it's exhilerating at the same time.

Sparks something deep, deep inside. Like, popcorn....makes your teeth go 'Pop, pop'...menacing laugh, drowns out to slurthering deep growl from a place that sounds like...

WRK...and for goodness sake please Cosmic Throne Keepers...take a space dump on Meta magnitudes and let us win the grand prize so we can hire a developer full time. Please.

JZtheArtist

Log in or sign up for Devpost to join the conversation.

deleted deleted

deleted deleted posted an update

Nov. 4th. Update. Moving right along, still having troubles with scoring, UI, moving assets around. The art is great--always been the easy part. Making something look great is simple, given enough time. Making something that looks great, run great, and play great is a different story.

With any luck today will get all the backend stuff wrapped up.

Log in or sign up for Devpost to join the conversation.