I am overburdened, back among the living

Hi there, long time no see!

Last month was rather chaotic for me. After a lengthy Easter vacation a nasty flu forced me to spend almost a week in bed, and overall the progress on “I am overburdened” was dreadfully slow up until last week. That is why I had no energy and not much drive to write new posts or to create video log entries, but it is time to break the silence.

Really, no progress?

There was a lot actually, but the development entered its last stage where there are a zillion small tasks left to be done but no modifications are substantial. The notorious last 10% which takes 90% of the development time 😀 . I go through all the changes made during last month in a few sentences, than I’ll adumbrate when and how am I planning to push this game through its finish line.

Monsters

I completed all the monsters from the easiest pawns up until the final boss. Their attributes are not balanced yet, but all their names, sprites and basic settings are done. Now each and every one has its own corpse graphic and unique sound effect too. This last bit was originally flagged as a nice-to-have addition, but after trying out the game with a few monsters having its own sound and carcass, there was no turning back 🙂 .

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Attack and skill effects

The battles and item skills were lacking visually, so I decided to apply some cosmetics. I Implemented a simple system to flash in and out various sprites at given coordinates in the dungeon on top of the entities. I was pleasantly surprised with the effectiveness of the initial results. Since than, I added configurable opacity easing- in and out and timings. Now item usage and battles are really shiny 😮 .

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Notifications

Another set of crucial visual queues missing from the game were notifications. Many pickups and events yield varying results in a roguelike and yes a player can figure out how much gold was picked up, but it is so much nicer if the game helps a little with these, especially when important changes occur. Clearly when it does not fit the style its not necessary, but I am overburdened is not a “super serious” game. Of course these can be overdone, but I tried making them not too obtrusive. Both the effect system and the notification system is accessible by the item skills, so various “spells” can trigger these too.

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Items, items, items

103 unique items, each and every one having a unique sprite. All the graphics are done with around 50% of the item lore finalized and it was a hell of a lot of work. Sadly something I underestimated again. Making the graphics was not difficult but coming up with unique, interesting or funny concepts, skills and short descriptions after having around 75 piece already, was tough. The last mile became a grueling, laborious crawl! When a lot of great content is already in place and almost every single archetype is taken, it becomes ridiculously hard to come up with new ideas hitting the same quality bar 😦 .

After all I think I achieved my goal in creating intriguing hand crafted loot what may serve as a strong hook for the game, so I’m proud of the end result. I don’t want to spoil too much so I’ll only show a small selection of sprites. Sorry, you have to play the game for more 🙂 .

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Localization

In Operation KREEP I hard-coded some strings, rendering the game impossible to be fully localized without code modification. Some buyers actually asked about how they could do translations. I felt really ashamed while answering those mails 😦 . For I am overburdened I’ve built a system which allows to bind assets for specific cultures and all the strings are read from asset files too. There are no major limiting factors now, so technically the game could be localized to any language without modifying the application. I know some languages are super hard to handle, e.g.: right-to-left ones or the ones with huge glyph sets, but the point is, that it is feasible now.

Since I don’t have the budget to pay for professional translations, only English and Hungarian will be done for release, but if the game does well, this is something, that is high on my list 😉 .

In-game UI

The user interface for the game is pretty much complete. Some finishing touches are missing here and there, but it is already pleasant looking and almost fully functional from the health-bar all the way to the item pickup pop-ups.

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The main menu

I dislike making menus because they are usually boring to design and program. For Operation KREEP I came up with the idea of creating a “screen in the screen” look, to make it more interesting and alleviate this feeling while working on it. You navigated the menus of a retro-looking computer and the whole frame of the machine was drawn. It blitted the maps on the level selection screen in awful 4 colors and all the cozy stuff like that 🙂 . It worked for me and for the game too.

I tried a non-traditional approach again, but menus are still boring 😀 . Since it is a classic trope to have a city in action RPG-s and roguelikes where you return to from time-to-time, I thought about including one in I am overburdened. The idea did not align well with its mechanics, so I decided to make it the main menu! You move around in an inn, interacting with people and objects there to enter specific parts of the game. Talking with the inn-keeper lands you on a help screen, poking a bookshelf shows the settings, leaving the inn exits the game and the trap-door starts the actual dungeon crawling… If a player gets lost, escape will bring-up an ordinary focus driven menu. It is far from complete, but the skeleton is there and some parts already work.

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Open beta, plans

I’ve been talking about this open version thingy for ages and I still haven’t released it. In my original plans I wanted to have the full game completed by now 😦 . For the most part it is, but some planned content and finalization (+polish) is missing. There comes a time when I have to say stop and I think it is here, so from now on I will only focus on wrapping the whole thing up and this starts with putting out a beta version. Will prepare some marketing materials beforehand, like store page graphics and texts, maybe even a teaser trailer, so it may take a few days, but will share a download link for it in the next post 🙂 😉 !

Stay tuned.

I am overburdened, check out the graphics!

Hello everyone!

Tiny post with lot of pics this time. Last week I worked on the original sprites of the game and progressed steadily. Far from finished with every piece but a huge portion is done!

Missing pieces

In the last log I showcased the tile graphics, but one final adjustment was missing back then. All the tile-sets shared a single stair sprite which wasn’t fitting well, so I made a separate sprite for each one.

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Entity sprites

The next stop was entities. I started out with defining clear goals for the looks and creating a palette serving these goals. The idea was to select contrasting, vivid colors to make entities pop from the environment and on contrary to the looks of the dungeons make them lively (browns and yellows are still pretty strong still 😀 )!

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Not yet finalized!

Player

I really liked the design I came up with before for the player character so I reused my concept which was a failed attempt at the box art of the game. Two sprite states exists, since in the planned “story” scenes the player will have his sword in its scabbard.

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Chests

The first apparent visual choice here are the light borders. I decided to add a colored one to every interactive entity type, so the player can not miss which tiles poses a threat and which ones provide bonuses. I made four chests with various costs/functions but I’m keeping the last one as a secret for the final version 😉 .

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Pickups

Pickups come in many flavors. Permanent attribute bonuses (Meat = +Strength, Frying pan = +Armor, Carrot = +Vitality, Coffee = +Speed, Clover = +Luck), gold, potions, random items etc… Here are a few:

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Monsters

I settled on a style after a few tries where the monsters are pictured from the same angle as the player. I plan to have around 15-20 unique monsters and a boss, which will provide a good variety for the 30 dungeon levels. They were divided into four groups based on the story when designing the looks: were/giant animals, goblinoids, undead and the allies of the boss. Almost all of them is ready (currently at 16).

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Some screenshots from the current version of the game:

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This week will be spent on completing the missing sprites (e.g.: items, some monsters) and overall visual improvements and polish, so I’m guessing the next entry will be similar. A kind-of “news” is my plans for an alpha demo. Before I complete and release the game I really want to do a open build (which will become the demo later) to gather feedback. I think wrapping this version up sometime next week is perfectly viable, so by the end of this week I’ll post a finished plan for this too.

Thanks for reading.
Take care.

KREEP, apples and penguins.

Hi everyone!

Haven’t written for months now about Operation KREEP. It is time to revisit this old buddy bud bud of mine!

Yes, as the title suggest, it is cross-platform time 😉 …

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Not official, but soon…

Nope, sadly no official release yet 😦 , but the Linux build is ready and tested (at least on my Nix machines) and the MAC build is ready for testing too. This means, that in a week or two an official release can happen, although a little piece of the puzzle is missing.

I require additional pylons!

I have two PCs, so I tested the Linux version of the game on two Ubuntu versions, but more would be nice (zillion distros 😦 ) + I HAVE NO MAC MACHINE 😦 …

This means, that the MAC build essentially never ever been started! I would really love to release the cross-platform builds, players already asked for them, but without sufficient testing it is not going to happen. Buying a MAC would be a somewhat logical investment at this point, but Operation KREEP (and my whole game development venture for that matter) is on an extremely tight budget as it is not profitable so far, so I will try to postpone that a little.

Feedback, results, “compensation”

Based on the differences between the builds (almost 0 code change, only packaging varies), I think a few simple checks would suffice. Whether installation works (files copied, icons set etc…), whether the game starts and basic configuration settings checks (settings work and are saved to correct application data folders) + a short test play round just for fun 😉 .

I know it is shady to ask for free QA for a product, but this is the reality of the situation I’m in 😐 . If you would like to help out I thought about sharing a limited amount of Steam/itch.io/IndieGameStand keys for the full game as a “payment”.

I put together a short form to ease reporting results: KREEP, apples and penguins

If you dislike sharing any personal information, but still would like to help out, please simply post results as comments here or contact me by e-mail: spidi@magicitemtech.com

I guess contact info of a cheap&used MAC reseller in Hungary could help too if you know any 🙂 .

Demo builds

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Porting tech stuff

Just a little tech talk as closing words. The windows version of the game was made in C# using XNA. Two really cool projects were born to both preserve and enhance XNA in the last few years. MonoGame and FNA. Both are great and well established/tested at this point, but I choose FNA for porting Operation KREEP to Linux and MAC. My reasoning was the following:

  • Around a year or two ago when I was using MonoGame to work on my Linux machines I encountered some difficulties. MonoGame on Nix platform was using OpenTK for window, input and OpenGL context management and as I know, that library had it’s fair share of bugs and there was no real support/contribution/fixes for it for a long while.

    Remark: as I know the MonoGame team changed to SDL2 lately, the same library FNA uses under the hood so it is probably not the case by now. 

  • MonoGame favors a per-platform build approach, which looking at all the possible target platforms (desktop, mobile, consoles) is a logical choice, but requires managing and building multiple executables for each target. FNA from the get go approached this with a common desktop runtime, so one build works on all major desktop platforms (only packaging has to be taken care of per target).
    Remark: if I’m not mistaken, last year a “common desktop” build was introduced for MonoGame too, so technically it could work the same way as FNA for desktop.

  • The FNA developer Ethan Lee had laser focus on cross-platform desktop XNA development and delivery, and the wiki for FNA had a really nice documentation about both working with FNA (differences and extras compared to XNA) and packaging + delivering games using it for Windows, MAC OS X and Linux. This documentation seemed really helpful and complete.

All in all I suspect both libraries could work perfectly for publishing your games to the three major desktop platforms, but I wanted to give FNA a try too. I was pleasantly surprised, most things worked like a snap without much fiddling.

That is it for today, in a few days I’ll post a new video & blog entry for I am overburdened. If you decide to help MUCH LOVE, SUCH WOW 🙂 and thanks awfully!

Take care!

I am overburdened, prototyping.

Hello everyone!

I worked on a lot of stuff since my last post:

  • Thought a lot about the content/format of my blog and my freshly started video series, and made some decisions about their future.
  • Worked on the linux/mac port of KREEP, but still no announcements yet (but not far).
  • Lot of progress on the development of “I am overburdened”, although not as much as I hoped 😐 …

Blog

Both the last video and blog entry were huge in length and quite empty (video was okay? I guess as the first one). My goal with the series is to have a little introspection of the development process and to showcase the games I’m working on + to gather some interest for them. Of course with dreadfully uninteresting videos this is not going to happen 😀 . Cooked up these rules and goals to try to fix this:

  • Cut short the videos or fill them with more “action” (50+% game/feature showcase sounds about right).
  • From now on measure word-count and aim for 500 to 600 word long written entries.
  • Made an introduction video. This allows omitting the silly “greeting and explanation” section from the upcoming entries.
  • Embrace “freestyle” recording to act more naturally (+ to cut down the time it takes to prepare an entry).
  • Increase recording quality.

So here it is, in it’s full glory, episode two:

As always, open for critique and comments both for the video and the blog entry. Please leave them here or below the video, so I can make better follow-ups.

Progress

Steady, but a tad bit slow. I hoped I could complete all the core features by now, but failed to implement monsters. It is starting to become a real game though, but I’m still in the “prototyping” phase, hence the title. Here goes last weeks progress in GIFs:

RPG layer

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The RPG design and its implementation is mostly complete. Our hero has health points (damage, healing and death when reaching 0 works), and the main attributes are done (most of it is integrated and takes effect on certain events).

  • Attack: damage output.
  • Defense: damage reduction.
  • Vitality: maximum health points.
  • Speed: who attacks first.
  • Luck: luck trial influence (item find chance, potion efficiency etc…)

Pickups

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Treasures scattered around the dungeon floor are fully functional. There are various types (e.g.: gold sacks, health potions, permanent attribute bonuses, random artifacts), with varying probabilities to be spawn. The system is data driven, so without modifying the game a lot of pickups (and types) can be added to the mix easily.

Chests

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Chests, the most valuable targets, are working. Again large part of the system is data driven (sprites, cost to open, probabilities etc…) and I have some “okay” default chest settings added to the game already.

Items and inventory

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The inventory system and the basic item logic is in place. Items don’t have their bonuses and skills implemented yet, but I’m already working on it 🙂 . The plan is to have an event system “fueling” the skills, so the bonuses can be configured in tiny “scripts” (e.g.: [+X] [“Attack”] when [attacking “undead”] or [+Z permanent] [“Health points”] when [reaching “stairs”]). It has to carry the weight of 100+ unique items, so I hope this approach will be adequate.

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As the next step, I have to complete the monster and battle logic. I put down the skeleton code for this too but it is going to take a few days to finish. Once that is done, the game will be pretty much playable, but lacking content and original assets. So the next post will focus on the monsters, finalization of the RPG layer and the item system. Maybe it will have plans for an open alpha release too 🙂 ?!

Stay tuned!

I am overburdened, begins.

Hi there!

This entry is the first one for the new game I’m working on called “I am overburdened” and the first one when I publish a video log entry too! I decided to try this format due to the following reasons:

  • I’m writing pretty lengthy posts (I know I’m a blabbermouth) and at this day and age many dislike to read even if the topic is interesting. I can totally understand that, since a video log or a pod-cast can be listened to while doing something else, it is usually more content rich and it takes much less concentration/effort to mentally digest.
  • I also like to consume this type of content myself, besides following and reading blogs of many indie developers, I subscribed to (or watch occasionally) a number of developer/designer video logs.

Content wise it essentially matches this entry, but has much more live stuff presented. I would like to continue creating these videos too (and would love to make them as frequently as the blog entries) as I had fun recording it, so I encourage you to leave a comment/critique here or under the video on youtube to help me make it even better (or fix annoying things about it) for the upcoming episodes.
So, here goes nothing:

The project.

If you followed my devlog, you probably know by now, that the new game I’m working is a small project, with the goal to complete it and take it to market in a short period of time, focusing first and foremost on practicing my skills. Currently I’m at a point where the design documentation (and the feature set) is finalized and parts of the prototype is up and running. The estimation was readjusted once already (the first version of the design was too big) and I imposed a hard scope limit on myself for this project to achieve it’s personal improvement related targets.

3 months + I’m not going to work full-time on it (only approximately 32 hours per week), so in less than 400 work hours the game has to reach a ready to be packaged and published state. That is the ultimate goal this time and for this to work out well I really had to cut corners and accept a design and feature set which fits into 300 hours (say no to dream features, innovative grand ideas etc…). The rest is there for overhead, “nice-to-have” features and because humans estimate time effort rather badly.

I have to say, designing a game with this tiny scope itself, which I still would be proud to take to market, was a challenge in an off itself and it took some time to pull off, but I feel like I succeeded. I’m confident, that I can deliver this game in time and I can make a fun experience out of it’s core idea.

2017_01_31_numbersCurrent project numbers (containing a possible Steam release work too) relative to the numbers of Operation KREEP. It shows, that the first draft turned out to be too big, so I cut features (a lot) + I gave myself a big enough buffer this time (nice-to-have) if I’m running over my estimates. I think a project with this scope should have been my next project after KREEP instead of Unified Theory.

The idea.

So the game is going to be a small “arcadey” rogue-like with a fun twist to the tried and true formula. The core idea driving the design were artifacts/loot and a huge and messy inventory 🙂 . Every single item in this game is going to be unique with mostly unique skills and abilities (or a unique combination of them) on contrary to the procedural item design of many action RPGs. Around a 100 items are planned currently, will see if I can create those in time. The other “weirdness” is the number of slots in your inventory, which is 20 😀 😛 . So from feet to head gears, everything, literally! * Mystical zombie blood tainted socks of the necromancer *. Nope this one is not actually planned, but you get the idea. Since there will be an armada of items and item abilities + a huge number of slots and thus items to wear parallel, all of the character customization will be done by gear. No leveling, no extra maximum life received after killing a bunch of monsters. You have to get more “powerful”, by collecting lots of magical artifacts and selecting your preferred bonuses.

A vertical slice of the features to convey a better idea for the final product:

  • Turn based rogue-like with perma-death.
  • Huge inventory (20 slots) with a great number of artifacts to find.
  • Carefully crafted RPG system with complex customization possibilities thanks to your inventory, but no leveling!
  • Semi-procedurally generated dungeons using hand authored layouts.
  • Run focused campaign, playable in short bursts with lots of deaths/retries 🙂 , full of intense battles all the way.
  • A funny story, packed with a vicious evil, puns, jokes and a hero with a surprisingly large carrying capacity.
  • Hall of fame for remembering your best playthroughs.

It is pretty early to show screenshots but I decided to share how the prototype looks at current stage. Important to note that nearly 100% of what you will see now is composed of open art assets, so the look is fully subject to change!

So there you have it, I am overburdened. During this week I’ll complete the final prototype which will have all the core features working. Afterwards I’m going to move onto mostly producing content for the game (dungeon layouts, monsters, items and abilities etc…), but probably by next week it will still look kind-of the same, as I’m planning to work on the graphics only at a later phase, when the game is already in a solid playable state.

Important news: you can follow the daily progress of the game too on it’s Trello board.
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I could go on about this game for pages (as always 😀 ), but this should be enough for this week.
Take care!

Magic Item Tech, persistent.

Hello everyone!

Even though a lot of indie game developers put together a “year in review” posts by the end of December, I haven’t written in a while. Sorry for that, but the last few months of 2016 were a bit busy and chaotic, that is why I wasn’t in a mood of writing down my version and why I needed some vacation time badly.

For two weeks I was off-line, not touching any social media, spending all the holidays and some extra spare time with family, friends and games (Factorio, Risk of Rain and Torchlight 2, lots of fun 🙂 !!!).

I’m ready now to write down my thoughts about last year and to plot my plans for the upcoming one which is full of possibilities 🙂 . I separated various topics into their own paragraphs with their own header if someone is only interested in specific aspects (and for tldr reasons 😀 ).

Last year, pros and cons

2016 was a game changer for me (pun intended). I started working full time on my games (huge decision), had my first Steam release and also made an update for Operation KREEP (well received by existing players), participated in a Steam sale (again, first time for me), and haven’t made much money 😀 . I was prepared for this, since I already read a lot and knew about the financial realities of indie games + Operation KREEP was already on Steam when I made the shift, so I planned out my indie venture in a way that more than a full year is available (due to lots of savings) to release multiple games, so no biggie.

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A lovely Christmas present I’ve got from my wife to celebrate and remember my achievements as a game developer, much love 🙂 (sorry for the bad quality, these are framed pictures of Memorynth and Operation KREEP).

There was a bad part though which made me pretty sad. It is my progress as a game developer and my latest endeavor, Unified Theory. I hoped, that by finishing two games and releasing one on Steam I’ll be able to pull this off again and again. I feel like I learned an astonishing amount about game development during the production and the after life of Operation KREEP, but I failed to apply this knowledge on this project and failed to expand it ever since. At least this is how I feel about the last couple of months. The project is a mess and I came to serious conclusions and made an important decision in the last two weeks which I’m going to unfold in the next sections.

Operation KREEP

This game has a special place in my heart by now 🙂 . I know it is not a big thing and commercially it did not break even, but it wasn’t it’s ultimate goal in the first place (most of it was developed while I had a day job). I released it last summer on Steam, and so far with the other stores, sales and bundles combined at least it made some pocket money. As I mentioned, I learned an awful lot about planning, production, pr, marketing, publishing and further maintaining a game (so the whole gamedev package).

During autumn, I made and released a small update for it and experienced the black magic of traffic analysis, visibilities, the wishlist, the discovery queue and the like on Steam first hand. KREEP was also discounted during the winter sale. Together these two events netted as much as the Steam release, which wasn’t much but it is still nice. This may be an important bit of info to all indies out there: there is a tracked average conversion rate of all wishlists on the whole Steam service (which is kind-of a low percentage for real 😐 ). Do not expect a bigger number than that for your game, even if you discount or update your game (you know, DOOM and XCOM2 is also discounted all the time 😛 ). Maybe in the long run it can be better with multiple discounts and updates.

A small announcement regarding the game:
It is currently taking part in an Indie Gala bundle. If you are interested in trying it out, now you can get a Steam key for it dirt cheep + keys for 11 other indie titles on Steam 😉 .
I know bundles have a rather bad reputation these days, but they sort-of allowed me to get the game on Steam in the first place + it is now in the Steam library of thousands of players, which probably would have never happened otherwise. I know bundling your game probably means, that it is not selling well (heck it usually is an equivalent of a 75%-90% discount), but you get some word out about your game and you get a lot of new players, even if it only yields a tiny revenue.

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I’m also working on a Linux/Mac port. There have been multiple requests for both builds + having cross-platform development experience and a build pipeline in place is valuable in the long run (I know, that both users combined are still less than 10% of all desktop gamers), though I’m still fighting with the Linux build 😀 😦 , but slowly getting there.

Unified Theory

A mess. I’m going to expand on this, but I have to explain what type of development process worked well for my previous two games. Growing up, I was always a tad bit disorganized. So when I finally decided to pursue my dream of becoming a game developer, I knew I had to get myself together and become more disciplined. I picked up some management know-how during my half-decade long career as a software developer and decided to apply the fundamentals and pick up a management hat too (besides the programmer, designer, artist etc. hats) while I work. It worked wondrous, so much so, that I considered it my best decision and one of the most important factors for shipping a project. I divided my projects into phases like planning, pre-production, production (and this one into smaller chunks like alpha, beta and final as milestones, due to being a big phase), release and post-production. Estimated both the possible time requirements and risks of various tasks during the planning phase and sliced up tasks until they took only a small manageable amount of time (maximum a day or two). Writing a quasi detailed game design document during planning and extending it in pre-production helped a lot to have a clear vision, and also documented all the possible extra design ideas I may want explore during production if I have the time/drive. During production I tracked the time I spent working on the project on an hourly basis, and kept a small TODO list too to have a prioritized list of tasks to focus on during the next couple of weeks for reaching each consecutive milestone. I also adjusted my estimations when closing a phase or reaching a milestone to have an up to date educated guess what is coming up and how far I’m actually from finishing and releasing the game. Everyone works differently, but if you are having a hard time with budgeting your game, or always over-scoping it, or ending up in a constant spiral of “it will be finished in two months maximum!”, I highly recommend you try out these things. Seriously.

Now this proposal concerns me too 😦 . Even though, these steps helped me to ship two games before, I pretty much neglected them while developing Unified Theory. I did do an estimation, I tried to cut some features (but did not do it properly), I kind-of divided the whole thing into phases, but never checked nor readjusted my numbers, and never tracked my time rigorously. Slowly, I took off the management hat. I was aware of it while it was happening, still I tricked myself into believing it is not a necessity, because I already shipped a game before + I have a huge drive now, even bigger than with my previous games (I loved the concept of the game + not earning money currently 😀 ). Thankfully I realized the horrible mistake I’ve done and I can act upon it now.

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These are the estimation numbers and the real work hours spent on Memorynth and Operation KREEP (+ Steam release and updates). For Unified Theory the spent hours are just an approximation based on the days spent working on the project, since I only tracked about the third of the work time I spent on the game. It is kind-of clear on the readjustments too, that I did not put enough effort into my estimations of Unified Theory. The frightening part is, that I only have approximately 50% of the tasks completed and almost as much time spent as the original scope, so I pretty much underestimated the project, did not cut out enough low-yielding high-risk features and never took the time to get my numbers together. This really bugs me. I don’t really have a clear picture about what is and what isn’t done, how much time it took to get here, what could I cut if the game turns out to be too big of an effort (which is already the case) and I especially can not make an educated guess about when could I complete and release the game.

A simple “okay, from now on I’m going to do it right!” will not do justice. I have to practice these skills again and I have to rebuild Unified Theory project wise when I reacquired the necessary attitude. For this to happen I’m going to put the project on the back burner, meaning from now on it is not a full-time project! Yep this is a harsh move, but I think this has to be done. I’m afraid of stopping it, since it would be the direct road to forgetting the project which would be a ridiculous waste of time and energy. So I’m thinking about working one or two days every week on it, to keep the momentum and the ideas alive, while I’m doing a short game project parallel to reinvigorate myself and to practice before resuming Unified Theory full-time. I think this is pretty sad in one way, but I’m confident, that this move will help me in the long run and will ensure, that the game will see the light of day in the best possible shape, only I will release it later than I originally “planned” 😦 …

I’m overburdened

The header is pretty misleading 😛 . I’m not overburdened, actually I’m currently enjoying a “healing” time-frame both physically and mentally, but this is the title of the game I started working on last week parallel to Unified Theory . I have the core concept ready, working on the detailed game design document and the prototype currently. It is in an early state, so I’m not going to talk at great length about it, but here goes nothing:
It will be a really simple “arcadey” roguelike game, with some interesting/funny? twists to the common formula and I’m going to re-apply and practice all what I’ve learned during the development of Operation KREEP. Based on my initial plans and numbers it will be a really good project for this goal, because it’s scope (even with a greenlight campaign and a potential Steam release which would be nice 🙂 ) is smaller than the final scope of the original 1.0 KREEP release (before KREEP got onto Steam). This means, that it can be accomplished and published in less than three months by working on it approximately four days a week. These numbers may change during the planning and pre-production phases, but the scope will not be increased (instead features will be cut aggressively), since it is crucial to finish this project in a short amount of time, otherwise it may endanger the development of Unified Theory which I would steer clear of at all costs.

Website

Small news as closing remarks. I’ve updated my website a little. Made a new logo for my gamedev “formation” + added some new short stories and pictures. Also there is an official Magic Item Tech newsletter! Experts tell it is an effective way to build an engaged community 😛 , be sure to subscribe 😉 .

logo_16_9

Next week, I’ll be able to tell (and show!) more about my roguelike pet project “I’m overburdened”.
As always I’m open for critique, comments and suggestions.

Stay tuned!

KREEP, tales of low productivity.

Hi there!

The last two weeks were full of bad luck (health issues, disapproval from Valve, visit at a local veterinarian all kinds of things 😦 ), and as a result my productivity approached zero. Actually it did reach it when it comes to Unified Theory my upcoming game, but thankfully I could pull myself together to complete and release the 1.2 update for Operation KREEP.

The 1.2 update:

I’ve written a lengthy post about the contents and details of this update and not much has changed on this front, but I made some extra fluff for the game since.

A new box art kind-a thingy:
Operation KREEP box art

A new announcement trailer for the update:

I added trading cards to the steam build as it was mentioned (and requested) by many as a good value addition for steam games, because many players go crazy for collecting them. It was not a big deal to create them, but took surprisingly many tries to get every related content right and up for the requested quality bar (though descriptions and requirement docs. were decent).
Operation KREEP Steam Trading Cards

The game itself hasn’t been modified much. I found a few minor bugs and fixed them, some were new ones related to the new fine tunings and modifications, few were old ones hiding for a while now, but nothing major. And as a last minute unmissable colossal modification which happens with every single software close to a dead-line 😀 , I enhanced the input buffering capabilities of the game and successfully incorporated a “buffered direction change tap” detection logic to make “tile lane changing maneuvers” possible. Seems to be working well, made the keyboard and dpad controls even more responsive and pleasant. It isn’t actually that complicated, but sort-of interesting (I guess 😐 ), so I’m thinking about writing a short post dedicated to the topic instead of delivering an inadequate explanation now.

I’m currently trying to promote the update and the game (press, youtubers, streamers etc…), but probably it isn’t going to yield much results. I mentioned before this is not a big deal, I consider this an “experiment”, so even if it does not show any return, the update was a rather small one to begin with.

Soon I’m going to have all my time devoted to my next game.

Next stop is the finalized look and the alpha release of Unified Theory which I’ve been neglecting for far too long now.
Stay tuned!