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.
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
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?
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.
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.
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.
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.
GIGJam, the rules on the theme aren’t that easy but that one idea I had in mind, Tubing, works. Here’s the start of my README (I always do that first). I only found a snow tubing game on google play and a 1988 arcade/NES version, so the idea is unique enough. If you like it and maybe you are a small game publisher or studio, I’m still auctioning the game and it stands at $100
Summer Tubing is a sports game where you sit in a pumped up car tire
and raft down a wild water river. Experience a sunny afternoon drifting
down the stream or race against others.
Your feet and bum in the water for keeping the direction leaves only
your hands for paddling. Slide down the sides of the screen to move your
arms and paddle.
I’m giving my next game to the highest bidder (current standing is $100) so the winner can market the game much better than I could ever do. I get some money and keep my freedom, the game gets an audience and the winner the chance to make a small game and take it to stardom.
It’s Ludum Dare again, and I’m in. The theme is Minimalism.
With my good foundation of previous games in love2d (all of them on github for you night-time reading) I managed to get a great start. Some brain went into abstractions so that the level files. Now they are filled with anonymous classes and methods and do everything from generating a random background to entities to the moving character called Pixel. I’ll have a Doctor Who break now before writing the code for end-of-level and some other game elements like a timer and a score counter. Tomorrow will be all about new levels and putting living things into them.
Draft of a few levels I want to make. They’ll all get animations like clouds, volcanos or UFOs.
First animation from the game, you see that little figure marching though the snow from the top left to the center? That’s Pixel.
I’m attending the nearby GameCraft group fairly regular since last year, a mix of gamers and gamedevs. They started to host a great event at the Ars Electronica Center and at the next GameStage on the Friday 17th of May I’ll present my games.
Actually less than a week of corona development and I kind of like it. The last half year I developed in LÖVE only but for a remake of Unstack (it’s already available in the google play store and the amazon store) I wanted to go mobile. My puzzler Unstack is exactly two years old, originally MacRuby and never really hit off. It wasn’t appealing visually but for the new game I think after just a week I got to a point where it’s starting to be interesting. At least my g/f who was first “What’s that shit supposed to be” now keeps playing it for 7 levels and more.
Corona, I must say, with the storyboard, scenes and listeners, it’s not that easy to start off. You gotta be super clean about removing listeners when you switch scenes. I don’t want to spend the extra money just to use the analytics so I’m using the API of GameAnalytics, also a bit quirky but it will show you errornous api calls on the website, something I can’t remember having seen elsewhere.
Tommy from Super Meat Boy on piracy. I’m still far away from experiencing refunds, but I’m sure I’d be more proud of my work if someone would put it onto piratebay than ask for a refund. Once that happens I’ll spend the day laughing, because even if you have to pay for my games, you can still find the source code in my github account.
I think I can safely say that Super Meat Boy has been pirated at least 200,000 times. We are closing in on 2 million sales and assuming a 10% piracy to sales ratio does not seem unreasonable. As a forward thinking developer who exists in the present, I realize and accept that a pirated copy of…
A bit late to publish news about my february game but to be honest, it isn’t much and it isn’t 150% finished. It’s called Space Race: Earth and it is available for Windows, Mac and Linux.
I took the moonlander from december, threw decent graphics on it and made it two-player which I think is awesome. Features I want to add sometime in the future are an online leaderboard and more, different spaceships.
Just a few lines of those who never make screenshots of their progress when working on a game. Plug those few lines into your main.lua and the game will make a screenshot everytime you start (after the first draw) and when you quit.
madeScreenshot = false
-- draw your things
if not madeScreenshot then
madeScreenshot = true
love.graphics.newScreenshot():encode(os.time() .. '.png', 'png')
The ambitious LÖVEr will of course add a keybinding
if key == 'f2' then
Creating games is exciting, in 2012 I released five and started a few more that I won’t mention again. For 2013 I’ll join over 2000 over devs who will release one new game every month. 12 games in total. Thanks to gamejam master McFunkypants for that idea and website, I humbly maintain a group on github where you soon should see dozens if not hundreds of repos popping up. Even a few complete git beginners are among them which makes me very happy as I always advocate for using git or any other version control.
The game for January is already in the making, loosely based on the löve2d codebase of Kollum: The Pressure Valve it will be another roguelike, about surfing. Yes, Rogue Beach, CA will break the limits of the genre just like FTL did last year.
Other plans for OneGameAMonth are to develop my existing code bases and get each game good enough for IndieDB and, most important, make at least a bundle or sell singular games over the year.
The löve2d codebase borrows some code from the previous game Cross Country Runner, making this already the 3rd re-incarnation with a 4th coming in January. Unlike the previous games it is strictly turn-based, meaning the NPC won’t move unless you do (not everyone understood that). This is the first game where I used a proper noise function (Simplex Noise) to create the map, place items and players. With those two new additions to the codebase it is in the strict definition of a roguelike, one genre I was always tempted but at the same time shocked by the level of detail some roguelikes have. Best of all, map generation is completely seeded, meaning once I add the input fields you can give your friends a number and they can play the very same levels you did. Isn’t that exciting?
Kollum is also the first game I’ve put into IndieDB, my confidence is clearly growing, and I intend to keep working on it as the simplistic gameplay has huge potential.
My contribution for tigsource’s Sport Compo that took place in November is Cross Country Runner (source is on github). Base for this game in löve2d was the abandoned Fortress Middle Management: Servants of Blood and as the name suggest it’s about running through a fairly large map. Maybe even too large. And quite boring.
In Servants of Blood you will have many similarities to DF but you won’t be in a god-like role. Instead you role will be the manager, the busy dwarfen noble who’s task it is to assign jobs to all the dwarfs, be it creating 10 beds for the new migrants, send miners down the shafts or post ads in the capital’s newspapers to attract new migrants (children welcome!).
No more macro-management for you, the plan is already drafted and you are mearly executing whatever crazy idea the boss is placing in your inbox. Of course it will contain lots of spreadsheets, fascinating graphs and plenty of statistics for your yearly reports.