Official Developer Blog of www.lethalmartinigames.com

No Rest for the Wicked (benched)

State of the Union

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.


A Changing of the Guard…

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 🙂


Holding back the urge to use the cliche “A-Maze-Ing”

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.

-Homr


Back to work, ya bum

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!


Onward, and upward!

(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!