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Busy, busy, busy..

A couple of days back I returned from Holidays in Christchurch (Via Wellington and Hanmer) I went there with Kirsty to attend the World Bookcrossing convention (not sure how NZ got it!). I actually really enjoyed it. I met lots of interesting people and spent a lot of time with some old friends. As well as spending more money! I now have dolls of Kaname and Tessa from Full Metal Panic to add to my collection..

Anyway, the two weeks I was away were very hectic. There was almost literally no time where I could just sit down and work on any of my projects. On top of that I have just returned to work, and have been working long hours as we've got a major project on at the moment. And, I'm also obliged to finish the Drupal site for my Brother's youth group.

It seems this thing called 'real life' is conspiring against my game designing ambitions.

Despite that I have decided to commit to some release dates for new versions of Derelict. The public beta for Derelict 1.2 will be on Thursday the 30th of April, with the release version on Tuesday the 5th of May. The reason for having a beta version at all is that there are fairly significant changes requiring testing, and the reason for the 5th May release date is that on the 6th I'll be demonstrating Derelict at the Auckland Game Works meeting, gauging interest to see if anyone there would be willing to join the Derelict 1.5 team.

My rough change list for Derelict 1.2 is:

  1. The game is a lot slicker. The option for 'target frame rate' has been removed, so the game simply runs as fast as it can all of the time. I'd be interested to see how well it works on a EEE Sam ;)
  2. The map rotates with the orientation of the player, except when the map is in fullscreen mode
  3. New weapon: The Shotgun. This still requires a lot of tweaking so that it isn't either too powerful or too weak.
  4. Minor AI improvements. While they still won't be as smart as Space Hulk's Genestealers, they should make things just a tad more interesting
  5. Re-jigging of the GUI, hopefully it's easier to follow and less intrusive now
  6. The multiview (showing the displays of all marines at once) is also less intrusive
  7. Brand new song by Krystian Krewniak of Poland
  8. Audio's a bit better, since the game engine dynamically lowers the background volume when someone is speaking
  9. The slightly bland looking LCD screens in the game have been replaced with a transparent glass screen.
  10. Each of the Marines has a flag of their nationality on their uniform
  11. The Marines also walk a bit faster, their slowness is a common complaint!
  12. Walking acceleration, which should add a touch more immersion to the game
  13. ALT-F4 works for quitting
  14. Loading screen

And, that's about it!

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March Retrospective, April Project Plans

I admit that March was not a very productive month for me, having achieved only a few of my project goals. I have been very busy with work and other things recently, but I could have managed my personal projects much better.

None the less I did make progress across all fronts:

  1. I reached the first Milestone of the Earok Engine. It still has a long way to go, but all of the hours I sunk into it should save me a lot more time in future.
  2. I made some significant progress on the Earok Editor, and actually used it to make a level for a very short (still as of yet unreleased) game.
  3. I didn't register a commercial entity, as I've decided not to do it! After doing a little bit of reading I figured I didn't need to register a Limited Liability Company as I won't be taking on any debts, hence I need no debt protection. For all of my commercial projects in the near future I'll simply be trading as myself.
  4. Derelict 1.2 is still not out, as I have faced some larger then expected hurdles, plus I keep tinkering with the GUI. The codebase needs a few hours work to become playable again.
  5. The AGW website has had a few more features, though not as many as I had planned for. The most significant new feature I've added is the "events" module, which adds some meetup.com type functionality, allowing users to schedule and sign up for events.

My goals for April are somewhat less ambitious then my goals for previous months, since I'll be going on a trip over Easter.

  1. Actually release Derelict 1.2, which I've been promising for the last two months. The changes since version 1.1 are fairly significant so I'll be releasing a beta version beforehand.
  2. Publicly release the first version of the Earok Editor along with it, so you can finally create your own levels.
  3. Have a go at getting Google Groups style mailing lists working on the Auckland Game Works page.
  4. Finally, actually get the ball rolling on the Project Firestart remake (sorry for being so slack here Sam!)
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Game making checklist

Devious Cow at RetroRemakes has discovered and added to a checklist by Gilzu at Indiegamer of things that every game should have to be perfect.

Announcing the partnership of Earok.Net and Videlectrix!

I am very proud to announce that I have received an exclusive contract with Videlectrix to make the next Homestar Runner game.

 
 
The Videlectrix Programmers debating the relative merits of developing titles for the Apple IIe versus the Nintendo Wii.
 
Videlectrix, the makers of "Peasants Quest" and "Stinkoman 20X6", have been very displeased with the treatment they received at the hands of Telltell games during the production of Strong Bads Cool Game For Attractive People. However they have been most impressed with the "Good Graphics" in my previous titles, and so they come to me with a proposal to make a new game set in the Homestar Runner universe. I have gladly accepted.
 
 
Prototypical screenshot of "Strong Bad" character driving "Gremlin" vehicle around "Strong Badia" track.
 
Our first game will be HomesKART RACER, a 3D Racing game in the tradition of Mario Kart. All of the major characters from the Homestar Runner universe will be playable, and it will feature a wide variety of vehicles and weapons from the Homestar Runner cartoons and Strong Bad emails.
 
 
Ultra High polygon 3D model of character "Graw Mad"
 
The game is due for release across all major platforms in exactly one year from today. Stay tuned for more news.

"The Sims in Space"

Josh of Tiny Frog Software commented recently the Earok Editor looks like "The Sims in Space", and that got me thinking about what such a game could be like.

It could be about a journey from Earth to Alpha Centauri on a starship designed by the player. Presuming both faster-then-light travel and cryogenic hibernation is impossible, there'd be a lot of things within the crew that have to be managed (boredom, loneliness, mutiny, disease etc) as well as keeping the internal systems of the ship functioning (waste recycling, oxygen recycling, engines, hull integrity if hit by debris).

It'd be kind of cool watching the relationships of the crew evolve as they survive numerous crises together before triumphantly setting foot on an Earth-like planet at the end of the game.

I'd play that game. Why hasn't anyone made it yet?

Earok Editor: First screenshot

Here it is, the level editor for Derelict, Project Firestart and no doubt other games I will release in the future.

I have been talking about doing for ages but only just got around to actually doing anything on today.

It is still a long way from being complete, still lots of usability issues to get around, it runs terribly slow, and is still missing a lot of features, but it's a start.

My current focus right now is to get the first version of this, and Derelict 1.2, out the door by about the end of the month.

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An awful game

A year or two ago I had the idea to make my art game. It would be a bad game, not one that was simply mediocre or bizarre but one that features deliberately awful design decisions to infuriate the player. The game wouldn't be a stroll through the park as most modern games are, but a gruelling marathon designed to test your patience and nerves at every moment.

The game was to be a remake of every notoriously bad game ever made, from ET to Daikatana, and Superman 64 to Rise of the Robots, in a single package. I even started some programming and design work before giving up, mostly because I didn't have a clear vision, just a bunch of ideas, and I would have been walking around in circles.

The vision for the game came to me earlier today as well as a hypothesis I'm sorely tempted to test later this year: If I actually make this game, will it become more popular then all of my other games combined?

Should I do it? And is this the worst idea I have ever had, or the best?

Project announcement

A few days ago I mentioned that I was going to re-release one of my former game titles. That game is Project Firestart, a sci-fi horror First Person Shooter that was a remake of one the best games made for the C64.

I had originally released it for the Retro Remakes 2006 competition, and my intention was simply to apply some much needed bug fixes (the game crashes after a short time on a significant percentage of computers) and do a bit of tidying. I hoped that the people that play my games would accept it for what it is, a flawed lesser entry in my body of work.

However, after reviewing the game I decided that it needs a lot more done to it. In particular it looks dull, and it is very shoddily put together - which, I suppose one can expect from a solo-developed first person shooter made within ten weeks. Gameplay is alright, but could be a lot better.

So, rather then simply applying some patches, I feel I should rebuild the game almost from scratch, both to honour the original better as well as provide freeware gamers some extra entertainment.

People still want a good remake of Project Firestart, there's even a petition here. I don't know if I can provide them with that, but I'll give it my best shot! I'll post a progress report in a week or so.

The Earok Engine Update

Well, I've effectively reached Milestone 1, most of the tricky bits are complete (automatic loading of sound, textures and meshes, A* pathfinding, scene rendering, particle effects etc) though I still need to do a fair bit for localisation, save games and storing parameters.

The Derelict codebase is pretty much in a broken state right now, and will require a lot of bug fixes before 1.2 comes out, but before I get to work on that I'm going to use the Earok Engine to enhance an existing game I made a couple of years back. I expect to release it within a month.

Stay tuned.

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Probably the best game trailer ever?

Well, what can I say, really?