There aren’t many content creators who share a name with a Rocket League trick reserved for elite players. Every time someone shares a sick clip of a Musty Flick they pulled off in a ranked match, they have amustycow to thank. The 19 year old from Atlanta is in the upper echelon of Rocket League YouTube creators, and it happened in part by a top notch work ethic. But, it was a serious injury during high school that paved his road to Rocket League.
amustycow (Musty for short, or Wyatt as those close to him call him) was a model high school student. He carried a 4.0 GPA, and made the varsity soccer team as a freshman. Even though he excelled in school, there wasn’t a subject that he loved, which made for an unsure career path.
"I never knew what I wanted to do, or what college I wanted to go to," Musty recalled. "My parents told me that it was normal to not know what to do, but all my friends were planning and filling out college applications. That's when it got surreal for me. I was like, 'wait, I literally have no idea what I want to do with my life.'"
Musty continued to do well in school, and went through the motions of traditional education. Then, in 2016, he suffered a serious concussion playing soccer. This was his second concussion, which amplified its severity. He missed two months of school because of it, and that was only part of his struggle to rehabilitate.
While he was stuck at home trying to get back on his feet, he turned to video games. He and his two brothers enjoyed gaming together, but it wasn’t one of his huge passions. He played the FIFA and Call Of Duty Series, and just dabbled in Rocket League at that time. Screen time isn’t recommended for someone recovering from a concussion, and Musty's mom didn’t like the thought of him playing Call of Duty: Black Ops for long periods of time due its violence, so they compromised on Rocket League for short play sessions.
"Dealing with post-concussion syndrome was one of the worst things to happen in my life. I couldn't sleep for weeks," Musty says. "It was near when Rocket League came out on Xbox. That's really how I got into the game. It was almost a miracle. Maybe if I didn't have the traumatic experience, I wouldn't be where I am today. I think about that a lot."
After a full recovery from his concussion, he didn’t want to risk further injury with soccer, and Rocket League became the competitive replacement. That meant striving to get better – six-hour sessions in Free Play, grinding Ranked Matches, and sharing clips on Reddit.
"I would play free-play for like six hours a day, trying out different flicks and mechanics, and watching tutorials on YouTube. At the time, I was just trying to get as good as that Squishy Muffinz guy," he laughs. "I was really trying to become a pro, because that's all I knew. I thought that was the only way to achieve success in Rocket League. I didn't know there was any money in YouTube content creation."
Then, in 2016, all that time in Free Play paid off. He posted a flick he was working on that took the community by storm. Nobody had seen a maneuver like that before, and it was getting the attention of high level players on Reddit. A new move needs a new name. When someone asked what it should be called, Musty jokingly replied with his own name. After that, the Musty Flick was born.
That move helped pave his way for a career in content creation. The community wanted to know how to pull off this new move, so the next step was to upload a tutorial video. It was the very first video on his YouTube channel, and the beginning of his channel that recently passed the 500,000 subscriber mark. It started it all, but it's one video that he hates to revisit.
"It's embarrassing," he says. "It's so monotone. I can't even watch the Musty Flick Tutorial anymore. I leave it up there so people can see how the channel started, but it's just so bad. Getting better on mic, and adding my face camera to the mix was a process. I had to learn to get confident in my voice. It's all stuff I had to learn along the way."
That's just one of the things he had to teach himself. When he was just starting to get the channel off the ground, he had to learn how to properly capture high-quality clips and how to edit the clips into an entertaining video for YouTube. That process was anything but quick. amustycow considers himself a perfectionist, but that meant spending dozens of hours on a single video, and that's not even including time spent practicing.
"At first, when I was learning how to edit, I didn't have time for anything else. It got to the point where I was doing like back-to-back all-nighters just to get one video out. It was super unhealthy. Now, most of my videos take between 15 and 30 hours to make, but I'm starting to get my time management figured out. I'm setting a schedule for myself, and now I'm able to throw Twitch into the mix.
Even when amustycow isn't capturing content, editing, or streaming, he's still playing Rocket League for fun. He says he doesn't have much of a social life now since his close friends from high school are away in college. But, he wouldn't have it any other way. His new passion is the combination of his favorite game and content creation. He strived to improve on the soccer field, but now his love for competition has been channeled elsewhere. Now, he's his own competition. The result: a YouTube channel that is consistently on the rise.
"It's really about competing with myself," he explains. "It's about making better videos, wanting the next month to have more views than the last month, working harder to make better content. I love coming up with new ideas and watching those ideas take shape. I'm trying to take my content to the next level."
You can keep up with amustycow on Twitter and check out his videos on his YouTube channel.
Hello everybody, I’m really excited to announce that Intergalactic Fishing will be released on April 21!
It’s been a long road but I’m really proud of what I’ve made and I can’t wait to share it with everybody. The original idea for Intergalactic fishing was inspired by the thinking of “make the game you want to play”. I wanted to make a game that included the aspects that I enjoy most in games: exploration, progression, and open-endedness. And I wanted to use procedural generation to create a huge world to explore, but also use a lot of custom designed content in that world to provide interesting and unique things to encounter as you explore and progress. I still have fun playing Intergalactic Fishing, even after thousands of hours of making and testing it, and if anybody enjoys it as much as I do, I’ll consider it a success.
New buildings - Battery building added. - Stadium building added. Stadium lighting will be improved over time. Teams will be added in the next update. - Third density of 2x2 commercial zones added (ten new buildings). - New theatre building added, old theatre is now opera house instead (as was intended originally). - Two new bridge designs added. More to come soon!
Other additions - Added view modes for primary, secondary and tertiary education.
Tweaks - Optimized the way cisterns work to accomodate addition of batteries. Cisterns now also hold more water to make them a viable option to even out water usage. Lastly, stored water is now properly saved. - Bridge code changed to allow for a more dynamic way to generate bridges. This will open up for quicker addition of new bridge designs. - Last step in loading cities was slow and would freeze the game briefly. This has been improved on now. Further work on load times will follow in upcoming versions. - Education and health "seat/beds" calculations adjusted. - Beverage demands added for new 2x2 third density residential buildings. - The density system that checks if a building is in a dense enough area to grow has been overhauled. Previously it would check against how many buildings were nearby, which was both slow and gets a bit strange when accounting for 1x1 and 2x2 sized buildings. Now each zone "emits" a specific amount of density, and when an area overall has a high enough density value, zones can grow. This is similar to how calculation of for example crime and health works. This means instead of using 4 layers for big and small residential/commercial and big and small industrial, it's enough to only use two (and I will need additional ones later!). The system also requires no checks against colliders, but rather runs on a thread, so it is much more performant.
Bugfixes - Fixed view descriptions in french and spanish not being mapped correctly. - Fixed import settings for newer textures (to improve performance) - Fixed research description not showing when hovering over icon
Other - Block splitting tool deprecated. All blocks have been converted to the smallest block size. Blocks can still be placed in groups to make construction faster. Overall, this adds a bit of a performance cost (very small), and adds a slight bit to loading times, but the positive part is that carving out "land" is now easier. There are some performance issues with this that will need to be ironed out, I'm hoping to have this greatly improved for 0.26 already. - Polish translation updated. Still in beta. - Russian translation updated. Not quite complete yet.
Hey guys! I hope you're all enjoying the latest patches, but here is another quick one.
Update 1.9.8v2 Change Log:
Bug Fixes: -Fixed the old numbers for the FOW being used when time changes in game (You should see a very big difference in how the game screen looks)
Changes & Additions: -COMPLETELY REMADE THE IN-MENU WORLD MAP SO IT IS DEFINITELY 100% READABLE (HUGE DIFFERENCE) -Set the Time Changes to auto-default to the standard FOW settings to keep everything in check -Sharpened and improved a few Graphics -Various other minor tweaks and improvements
In order to support the global response to COVID-19, Hearts of Iron is taking part in a fundraising sale on Steam, with deep discounts on Hearts of Iron IV alongside other Paradox titles. All proceeds from the promotion are being donated to the COVID-19 Solidarity Response Fund for WHO.
As well as Hearts of Iron IV, there are also discounts on Surviving Mars, Cities Skylines, Age of Wonders Planetfall, BATTLETECH, Shadowrun, Tyranny, Pillars of Eternity, and Knights of Pen and Paper 2.
To celebrate the release of our new free update, Survival Edition, you can purchase Fear the Dark Unknown with a 30% discount.
Do not miss this opportunity to enjoy the best classic survival horror. More than 30 hours of game and extras, with two playable characters: James and Chloe Sullivan.
Enter to the Beresford mansion. It is waiting for you!
Here's a link to the video of our March 28 stream of Eternal Darkness: Sanity's Requiem with Denis Dyack! If you missed the live stream, you can find it every Friday night at http://www.twitch.tv/deadhaussonata, as we stream Eternal Darkness: Sanity's Requiem with your Community Herald.
Have some questions about Deadhaus that haven't been answered? Visit our website to join our community and get your voice heard!
We are working hard on improving the game and it's systems and today we've re-made system that allows you to walk the forest through. From now on character will be running by itself and you'll have to be sure that you've gathered resources and killed enemies in time.
besides, we've implemented several fixes:
- Player's animation is improved - Added sound volume - Improved tutorial - Improvide flying enemies - Improved UI - Sigils no have prices - Fixed critical bugs - Spawns are improved - misc fixes