Wednesday, August 15, 2012

Back From Vacation!

I mean, I am.  Peter left on vacation earlier this week.  Maybe we should have just gone on vacation together.  Peter's got some art in the first level to help people see what they are supposed to do now.  Take a look below!  It still needs a little work, like having the heart shoot a little less often, but I think we're just about there now.




I've been tightening up the graphics.  For some reason there have been some graphical glitches so I'm working on cleaning up the content managers and reworking my texture manager to work a little better.  I also set things up so that if the game does crash the game would send me an email with the crash log so I don't need to rely on the user finding the crash log, getting my email and emailing it to me.  That would probably never happen outside of testing.

It took me a little longer than I had planned to get all the achievements in for the Indie City version of the game.  Then I sent it in and apparently it crashes in the Indie City DLL after about 10 minutes of play.  I think I got it fixed last night, but I only had 15 minutes to test it.  One thing I do know is that my Spirit-Paladin is pretty awesome with a double boost to holy damage and plenty of opportunities to heal myself.  Even after working on it for a year I still have fun playing March to the Moon :)

Wednesday, August 1, 2012

Indie Game Night and a New Game

We've had a fairly eventful week!  I attended the bi-monthly local Indie Game Night where we had a short presentation then went to show our games off.  I had three games to show, but in the end decided not to show March to the Moon since it was finished and Peter wasn't around to show Siphon Spirit.  Wait, three games?  What's the new one?  That's a little tricky, because I haven't settled on a name for it.  For now, I'm calling it Califer's Japanese Class.  That's right, it's a game for learning Japanese!  I'll get more into depth in a moment, first off I want to share what others had to say about the games I had to show.


Siphon Spirit

The alpha demo is coming soon!  Peter's done some great work, but a fickle new computer has slowed him down a bit since he's had to send it in twice for repairs.  He just got it back and we're hoping to wrap the demo up soon.  Greg Squire, the organizer of our Indie Game Night, said "It's looking really polished now.  The story really seems to add to the game and helps tie the gameplay and levels together."  You can read his full write up of the night on his blog.  Jay of Rampant Games said "It's looking like a lot of fun now, and it's got RPG elements and a story to boot.  It's still got a little ways to go, but it looks like a winner."  His full write up is right here.  Siphon Spirit also got a few fans who were very excited about the project so that definitely made me happy.


Califer's Japanese Class


Okay, I actually have this to a pretty functional level, but I've been having too many issues with the FlatRedBall engine and I think I'm better off not using it any more.  I feel that strongly enough that I've started rewriting the game from scratch in plain XNA.  So what I was showing at Indie Game Night was a much more functional version than what I currently have.  I'm still working on some basic engine things, like the controls.  I had a nice controller controller to handle input from a xbox gamepad or from a keyboard, but all the xbox gamepad stuff was working from the FlatRedBall code so I need to put together my own stuff for that.  

Jay didn't get me a write up for this game, which is probably because more people wanted to play Siphon Spirit so it was on the screen more.  Greg gave me a write up, but I think something got lost in the translation between me expressing frustration at the FlatRedBall engine and my frustration at how My Japanese Coach for the Nintendo DS turned out.  His write up suggests that I'm remaking My Japanese Coach, but I'm not.  I wrote the 100 lessons and did the translation of the 10,000 word dictionary for My Japanese Coach, but it's not mine.  Ubisoft paid us to make it and I have no rights to that game.  What I'm making is something that will allow me to go into more detail and teach more with my own style.  Most importantly, I won't have management that threatens to fire me for working on Japanese lessons.  What came out of the game was my first pass on translations and lessons.  I never checked until the game came out whether the characters were drawn correctly (because I wanted a paycheck) so I was really disappointed when I tested it out and found that if I'd have had my way I've have made them draw about 1/3rd of the characters again.  And I never even looked at the kanji.  

Anyways, Califer's Japanese Class (again, this is a temporary name) is going to focus on the two basic writing systems, Hiragana and Katakana.  I'm also going to teach a bunch of words so that the characters can be put into practice.  All of the characters will be fully animated and voiced.  There will be a flashcard system using a spaced repetition system so you say how well you understand something.  Things that you are having more difficulty with will show up more often and things that you think are a breeze won't keep popping up all the time.

There will be a companion character as well.  She will chat with me (acting as the teacher) and with you during the lessons.  The character in the screenshot above is obviously filler, and the lesson being taught won't be in the actual game.  This is all still in very early stages (even earlier than I'm showing since I started over), so expect some changes.

As it mentions in that screenshot, I'm trying to get more characters for the player to use as companions.  So far, we have the default (still being designed), Miranda from Siphon Spirit, and one of the main characters from Frayed Knights.  I'm probably going to go for one of the guys since I already have two girls lined up.  I'm hoping to get more characters, but I'm going to have to get the game to a more completed state before I start asking people I don't know if they're willing to put their characters in my game.


March to the Moon

Okay, March to the Moon passed on the Xbox.  But it still has a longer load at the beginning than I'd like.  I'm tempted to change it so that it uses spritesheets instead of individual images.  In fact, I'm probably going to do that as soon as it goes out on the Xbox.  I'm also still working on putting it on Indie City.  I'm pretty close.  I'm hoping that I'll be able to get it into the community approval process sometime tomorrow.


Long post is long.  Anything else?  Oh, right.  I'm still designing creatures for my monster collecting game I have planned, writing up a design doc for a dungeon crawler, and I'm studying more about story and emotion for Enchanter's Path, our next big game after Siphon Spirit.  I wish I was wealthy so I could just make games all the time.  Oh, and I'm going on vacation so I won't be around next week for another post.





Wednesday, July 25, 2012

March to the Moon Passed!

March to the Moon has passed the XBox LIVE Indie Games review process!  All I need to do now is publish it and put it out.  But I'm going to hold off for a little longer.  I'm going on vacation very soon and I'd rather be around to check and see how things are going.  I also don't want to spend my vacation worrying about how the game is doing.  Even after getting it out, the work isn't over.  I'll be getting some activation keys and will want to hand them out to people that do reviews of games to try and get the word out.

Now I'm just doing some final coding to make March to the Moon work with Indie City's SDK so that players can get achievements.  After that's done I'm going to finally be able to dive into my next project, a game for learning Japanese!  I was never really happy with My Japanese Coach.  I think I can do something more useful.  I'll have some screenshots for you next week, since I've already started it up.  I actually am going to be re-writing it because it's currently using FlatRedBall.  After fighting with FRB to get things loaded up smoothly on the Xbox for March to the Moon I've rather soured on it and would rather just go it alone.  I had started rewriting March to the Moon from scratch so that it would load faster, but in the end, since it passed I decided that was way more work than it was worth.

I also learned something very important from trying to contact the press and trying to sell March to the Moon.  It's a good game, but unless things are top-notch or really stick out they're not going to get very far.  My sum total of two sales on Indievania (which I will never see any cash from) speaks to that.  I'm going to be making some changes to my original design for the Japanese game.

Friday, July 20, 2012

March From the Moon

Peter's been putting in double time on the first boss fight in Siphon Spirit and it looks great!  I can't wait to have a demo up for you all to play.

Things have been crazy busy for me the last few weeks and I haven't gotten a whole lot done.  Without any real work to get to, I've been planning for March From the Moon.  Even though I have another game that I want to make first.  This is why I can't count the planning as any real work.  It is not what I should be working on.

In any case, March From the Moon is going to be radically different from March to the Moon.  I'm looking at side quests, power ups, items, crafting, unlockables, a more involved story, completely redone UI, good music, better art and much much more.  But that's a lot of work so we'll just have to see what I actually do in the end.

Saturday, July 14, 2012

Screenshot Saturday

 Miranda get tutored by Rennon.


A pitched battle between a Summoner's Fire Wisps and some Tiny UFOs.

Wednesday, July 11, 2012

Siphon Spirit Alpha Demo Looming


That's right, it's Siphon Spirit time again!  Peter's been having a tough time with his tablet.  He sent it in for repairs and when he got it back they had fixed the wrong darn thing!  He's sent it back in again, so he's been slowed down a bit while he waits to be able to work on the bus again.  I've joked with him before about changing our name to "Public Transit Games" since we do most of our development on the ride to and from our day jobs.  In any case, we're hoping to have a demo up for download soon.  It would still be an alpha demo, and the game is still a little ways off.  You won't be seeing the nasty piece of work up in the screenshot up there during the demo, but we've got other demons and undead for you to fight!

Thursday, July 5, 2012

Hello Indievania!

March to the Moon is now available for purchase at Indievania!  Get it while it's hot!  I'm very excited for it to finally be finished and up for sale in at least once place.  I had it up again for review on Xbox LIVE Indie Games, but it was shot down because of nit-picky things that I've gotten fixed but can't send it back out until later.

Hoping to get it out on XBLIG next week, and then work on the integration with IndieCity and try to get it up at a few more places.  Wish me luck!