🍍🍍 Ananasblau Games 🍍🍍


GameStage 4

For the upcoming GameStage (15th/16 of November) here in Linz @f0lis and I will host another indie games corner. Our game list isn’t final yet but DoomRL, SuperHot and Grand Titons for Friday and Botanicula for Saturday are among our fine selection.

November 7, 2013 at 11:13am •
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APRI50: Details on the DNA mechanics

A fun fact about APRI50 is that it was started in April and uses four year old code (linked below). Yes, the whole central DNA madness is code I wrote back then and since only translated into Lua.

The evolution kits in APRI50 do each have a DNA string made up by the letters ACGT. For every kit a set of properties is calculated by comparing a matcher string, made up the same letters ACGT and spaces for places that don’t count against a score for this property.

    kit1: TTTC AAAG
    kit2: AACG TACC

properties:

    strength: .TT. AC..
    size:     CG.. ...C

So for every property APRI50 does compare the string place by place and if they do match the final score is incremented. In the example above kit1 would get 3 points for strength and 0 for size while kit2 will get 0 for strength and 1 for strength.

This model has a few advantages:

First of all, the strings are easy to exchange, in the game they are currently 16 characters long, shorter than most license keys are

Secondly new properties can be added without having to change the DNA strings of the objects.

Thirdly properties can be contrasting or accompaning each other, something that is Explosive would also have a high score on Energy.

Here’s a screenshot from an early debug view which calculates scores for DNA strings. Can you guess what the matchers for the properties are?

Are you curious to try out yourself? I’ve posted the ruby version of it onto github: https://gist.github.com/TomK32/164135 and https://gist.github.com/164138

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October 22, 2013 at 19:24pm •
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Valley of a Thousand Flowers

Oh what a wonderful name for a board game: Valley of a Thousand Flowers. A buddy and I participated in a game jam during the Ars Electronica Festival and unlike the other teams we didn’t make a Video Game, didn’t struggle with tools (except crayons and scissors), didn’t fear the all-mighty deadline creeping up on us. This was my easiest 1gam this year.

Seriously: Take a break from making video games, work out a simple board game and play with out friends for a few days until you feel the game is polished enough.

Check out the game, the rules should give you an idea of how strategic the game can be after a few round and maybe cut out those hexagons and play it. You gonna love it.

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September 12, 2013 at 10:07am •
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B.O.O.B.S. Saves the Day

My entry for the 27th ludum dare is a text adventure. For all details see the game’s page where you can also play it.

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August 26, 2013 at 14:20pm •
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APRi50 devlog #2

The progress was incredibly slow over the summer, porting that voronoi/delaunay and mapgen libraries was a stupid thing but I eventually got trough and now have a deep understanding of the matter.

Anyways, the map is now filled coloured polygons instead of the boring grid a few weeks ago.

Checkout the full devlog on tigsource.

APRI50 0.3beta - fully colourized map

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August 14, 2013 at 21:29pm •
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I was at Rezzed last weekend and took part in the gamejam on Saturday. Unlike the others we were a team of random people but managed to make quite a good game called We Jammin’. A finish screen is missing and some bugs are hilarious but it is solid for a single day. Sadly I cought a cold during the day (we were in a drafty place and listening to a Prison Architect video all day didn’t help either) so I missed out on Sunday and the big presentation of all five games.

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June 27, 2013 at 10:41am •
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APRI50 updates

Originally started as my #1GAM for April it looks like APRI50 will be released out in July.

The devlog did get a lot of updates this week, from more engine work, better terraforming to icons. I also started to port mapgen2 to Lua, in hope for a more exctiing maps like the one below. Squares are for squares, I want to go polygons.

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May 30, 2013 at 9:58am •
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The 5kProject Manifesto

  1. We release our game.
  2. We price our game at no less than $10.
  3. We market, advertise, talk about our game to make 5000 sales.
  4. We are not making $10 game.
  5. We are making a $50,000 game.
  6. We keep our game safe by using version control and off-site backups.
  7. We release prototypes early and we release them often.
  8. We take the players as our equals.
  9. We make decisions, not discussions.
  10. We change decisions.
  11. We play other games of the project, and we talk about them.
  12. We ask for help when we need it, and we share our knowledge
  13. A game sold 5,000 times is the base for a game sold 50,000 times.

This manifesto was written due to a post by McFunkypants

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May 30, 2013 at 8:57am •
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On devlogs

Benedict’s blog (@Dev_Hopps) has some issues with accepting comments so I dump my comment in here.

High Five for making a version 2. I did that in April with a game I made two years earlier. Nothing better than showing how much your skills have improved since.

Re dev diary, I’m finally in the habit of posting whatever interesting stuff I just created. With LiceCap I can easily create an animated gif and not spend 10 minutes on a youtube video that gets only 50 views (still a lot). Try it out, you’ll have to streamline your publishing workflow but it’s totally worth it. I got it so much streamlined, mailchimp is taking my RSS feed and makes a weekly newsletter. All without my doings.

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May 7, 2013 at 21:14pm •
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Quick: I need game music

Or so we often panic in the last hour of a gamejam. Here’s what I do.

GreaseMonkey has an awesome python script to create mod tracks for us. Download it and on your terminal run this bash command to generate a few files.

for i in {0..10}; do python atrk-bu.py ; done

Now throw all those .it files into VLC which is pretty okay to listen to them, you can even change the audio speed but it won’t sound as good as in a proper modtracker. That’s what you need for the last step, open the files you like in your modtracker (I use Schism), change the bpm and speed to match your game’s tempo better and export as wav, mp3 or whatever the tracker is capable of.

Here’s one of the tracks I generated with this method.

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May 5, 2013 at 20:54pm •
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