Oh crap, I almost forgot! Gameplay video (still a little rough)..
AND a more up to date screenshot (With cool eaten veggie fragments)!!
Long time since an update, I know. Hostile Hustle released on Android and iOS with mediocre sales, probably due to lack of marketing. If you don’t have it yet, you should go get it. It rocks.
On the current front, I’m working on integrating iOS Game Center and Scoreloop for some online leaderboard and achievement action for the phones. Haven’t quite worked up a solution for Windows yet, though. XBox will probably utilize a distributed system – someone wrote one, I can’t remember who. I have it somewhere.
Anyway, just letting the world know that, between the day job and keeping my lawn from cooking, I have been working.
Scott, the level design maestro, has over 50 levels done for Stinker! We’re hoping to release a playable beta into the wild soon…
Still early in the prototyping phase, just throwing it out there…
Thought I would throw out a little teaser pic of our next game – a puzzler involving a lunch basket, some veggies and an adorable little skunk! This is WAAAAAAAYYYYY in the prototype phase, hence the ugly placeholders. Only one test level so far for proof of concept. More news to be reported as it happens!
Again, a long time has passed since our last post. Sorry about that. We’ll get better, I promise!!! 🙂
So this has been an amazingly productive weekend. Thanks to an unexpected rainy Saturday, I was able to take the big dumping ground of a single header file per c++ project and get them properly segregated. As I was basically re-learning what little I had previously known about the ins and outs of c++, I did a half-assed sloppy job of it. It’s still a little sloppy, but much better! I’m testing the ARM build of “No Rest for the Wicked” as we speak. I did this to clean things up a bit and to make things a little more manageable. There are a couple of weird crashes happening on iOS and Android versions (in different places – weird), and hopefully I will be able to track them down now and move forward with some real progress. I will also be overhauling my drawing routines to be a little cleaner. Once this is all taken care of, I’m hoping we’ll to be able to just start knocking out some games for reals!
Kolphyre has taken the helm nicely with NRFTW, and has 9 (out of 100 planned) playable levels! Now it’s kind of a race to see who can get something to press first. I’m working on what is basically a completed game, so I won’t gloat too much when I win.
And, on a final note, I finally got around to some XBLIG playtesting. I really need to stop neglecting that so much – poking around on the forums after too long is like taking a year off of school, coming back, and not knowing who the hell anybody is.
Been a long time since the last update – what does that mean? Lots of stuff has been happening. Paul is currently VERY busy on getting the ports for ‘Accidentally’ done so that soon everyone can enjoy some platforming/schmup goodness on their phone or PC. Why is it taking so long, I hear you ask? Well – Paul never does anything half-way, so rather than simply port the game over he’s in the process of upgrading it as well. Think of it as the ‘Special Edition’ version of ‘Accidentally’. This means totally brand-spanking new graphics as well as a sweet new intro which we had been playing around with putting in the original game, but had dropped for time constraints. Now, you might be thinking, ‘well, that’s great for those phone and PC users, but for us in the Xbox community who already got the game, that kinda sucks’. Well – fret not, loyal ‘xbox’ers’, because we will uploading this new ‘Special Edition’ on Xbox as well. Don’t worry – we know how to treat our loyal fan base!
But – that’s not all! As Paul is knee deep in finishing up the ports, it has been left up to me to work on our new game, “No Rest for the Wicked”. I’ll be updating on the progress of that little gem on here and on my Twitter account (@Kolphyre_LMG). I will mention not only the boring technical aspects as I go through the process, but also the inevitable frustrations I will no doubt come across as well 😉
So, sit back and stay tuned – because we have only just begun 🙂
So I needed a way to make a simple maze. As I always feel dirty when I use someone Else’s code, I decided to write my own maze generator. For simplicity (and because the long hallways it produces seemed to fit the project at hand), I decided to use the Recursive Division Method of maze generation. Basically, It’s a bunch of quadrants inside quadrants inside quadrants that eventually become a maze when filled. Programming nerds reading this will appreciate how much this process would have sucked without object oriented programming. (Each quadrant is a recursive class – pretty cool, huh?) (Not really. But I think it is.)
As usual, I wrote this up first in C# / XNA, then translated it (like an hour ago) to C++ / Airplay. Our hero in “No Rest for the Wicked” will have himself a nice little slightly confusing dungeon to kill bad guys in, and he’ll have it on multiple platforms. DAMN, this is getting fun!
So speaking of “No Rest For The Wicked,” I don’t think we’ve really gone into the details of this game too much. Fear not, faithful readers, we’ll be spilling out some TOP SECRET design notes soon enough!! (So KEEP CHECKING BACK! I’m not kidding. Seriously.) Oh, the main pages of our happy little web site will have the teasers, but you blog followers will have the scoop long before we reveal anything big. Feel privileged. For now, the basics:
So, this will be a top-down dungeon game, twin-stick shooter/slasher (sort of), where our hero is an up and coming sorcerer’s apprentice. He has been charged with one final task: to descend the 99 levels of the Pit of Anguish, fighting off the opposition to reveal his ultimate purpose. This is his final test, and he will need to bring death to those whom his master and mentor has set out for him as his goal. There will be swords and arrows. There will be magic. There will be bloodshed.
There will be a big f***ing dragon at the end of it all, before our hero finally fulfills his destiny.
I’d tell you what kind of off the wall monsters he will encounter, but our newly appointed artist is still in the process of creating them from our relatively vanilla, more traditional template creatures. I don’t know what we’re going to end up with, all I can say based on her warped vision and exceptional artistic talent is that they are going to be freaking awesome.
So again, keep checking back for more details. We’ll also be whipping up a postmortem for “I Accidentally…In Space! Ep.1” in the near future.
Okay, I’ve REALLLY been putting off accomplishing things this week. Must be that back from vacation laze. I have actually done some XBLIG peer reviewing though. Yeah, playing games. Tough job, it is.
Added some scrolling and screen boundaries to the top-down game code for “No Rest for the Wicked”, again coding for both the XNA and Airplay version (which is still working nicely, by the way). All of the monster and weapon classes are created, they just need to be populated with some specs. Scott’s working on the roster of accomplishments and we’re toying with the idea of minigames. I’m hoping to have some WORKING monsters and weapons and shoot out a quick demo video of the work in progress soon. Keep checking back!
(TI-99 Alpiner reference? Anyone? Nevermind.)
So in 5 days, “I Accidentally…In Space!” doubled what “MechFish” sold in a year, so I would say that’s a move in the right direction! Thanks to everyone who has picked it up so far, and thanks in advance to everyone who will be! (Don’t forget to RATE it!!) 😀
Five of the ten levels in the full game are up and running on my Droid Incredible. The phone port is coming along nicely, but it’s still a long way away from release. Those little guys are pretty powerful, but not as powerful as an XBox, so we’ve got some tweaking to do before it’s really fully marketable. But again, it is coming along nicely.
Our next release, “No Rest for the Wicked,” is actively in development for all platforms, so no more of the “finish one then spend months translating it for the other” paradigm. Both the mobile (iOS/Android) and the console (XBLIG/PC) versions will be coded, compiled and tested at every turn, which is already going much more smoothly.
I’ll be out of commission for the next week or two, but should have some pretty awesome progress updates around mid-April. Cheers!
In the spirit of overlapping projects, I have started on some of the Cave state handling logic for Spelunker. I think it’s in place and theoretically working, but I haven’t built up the courage to start inserting objects into it yet. Baby steps – the Spelunker comfort zone hasn’t set in yet!
Oh wow it has been a long time since I have posted on here! I really need to rethink my priorities…
Anyway – we just had our first official ‘staff meeting’! As scary as it sounds, this little ‘project’ is starting to feel like a business. Lots of things in the horizon. I’m really proud of the fact that Project Spelunker is just about ready to move from ‘pre-production’ (which consists of me jotting down ideas and drawing maps on graph paper) to ‘in development’ (which consists of us actually coding this thing up and getting some action happening). This is a big deal to me because not only did I start with LMG half-way through ‘Accidentaly’, but for this project I will be taking a larger role as I begin to help Paul out with the coding as well (just as soon as I figure this whole ‘coding’ thing out… Paul – why are you looking so nervous??).
This game will be quite different than our last as it will not have ‘levels’ for you to go through, but rather one large cave to explore at your own discresion. There will still be plenty of action, but this one will give you a chance to use your brains as well as you will have to find unique items if you wish to complete the game 100%. More on that later.
Until next time, I’d like to wish everyone a Happy Thanksgiving! Now if you will excuse me – I must get my pumpkin pie out of the oven before it burns…
This will be a long one – lotsa stuff to go over.
Okay, so I’ve been beating the shit out of myself on the whole name thing, and really focusing a lot of energy on something that, though somewhat important, pales in comparson to the fact that we have an awesome game here. The name stays, with a minor modification for the clarity of those who don’t get the joke.
So the Scottmeister was kind enough to finish off the remainder of the enemy armada patterns (plus one more new and aggressive ship type), which have been plugged into the game and are awaiting some testing. I fear them. We’re again getting damn close to completion on this. We have to add some firepower to the boss and come up with some endgame fun, maybe write one more song for the boss level (though it’s kind of cool to have the same music run on from level 6 into the boss). I expect to be back into playtest very soon.
We’re having a meeting this Saturday to lay down the foundation for the next project, codenamed “Spelunker.” This will be the first structured, planned effort from the LMG duo. This is officially moving LMG from my personal hobby / pipe dream to a serious venture. No more messing around – we are making some motherf***ing software now, folks. It’s another 2D platformer, Scott’s design, and is a clever cave escape action / puzzler game. The premise is awesome – we’ve actually been talking about if for several months now. I can actually see the game playing in the ol’ mind’s eye. The code repository is already in place, now we start to populate it…
And, we’re starting to network. (ooooooooh!!!) We’re on Twitter, Facebook and YouTube (links will be up soon). Whereas our previous projects have been kind of hidden until release, we will be more actively displaying game progress in the future, so keep checking in (or subscribe to our YouTube channel). Oh, and while you’re at it, check out some of the other developers we are subscribing to (or who have subscribed to us). You will be amazed at the wealth of talent that is out there in the indie community (and not even just the XBLIG stuff).
I think that covers it for now. Sorry for the rambling, I’m just getting really psyched about everything on the horizon!
Okay – so I really liked that Scott Pilgrim movie – so sue me. Onto actual news: been spending some time testing level 5 and all I’m going to say is that once we get the new ‘spiked ball’ hazard running smoothly, there are going to be some real choke points :). With all of the new modifications Paul has been making, the game is looking more and more professional each time I get a chance to test it. Kinda scary, huh?
In other news – I’ve been heavy into the level design for project “Spelunker” and I have to admit it is coming along nice. Got a few surprises in store and some definite challenges. If everything goes as planned, this will be one of those ‘easy to play, hard to beat completely’ games – which of course just happens to be my favorite kind of game! Go figure…