Mechadroids Update 0.4.0

After a few busy weeks of Ludum Dare, conferences, gaming nights and a successful world record attempt we still had time to continue working on Mechadroids so here is version 0.4.0!

One of the major new features is the much requested zero player activities. We’ve implemented this in the form of ‘The Hub’ where you visit the nearby city to complete one of four activities described in the changelog. We hope this introduces various ways for Mechadroids to help themselves out of ruts in the game and to successfully beat their foes!

We hope you guys enjoy this version. We’re getting close to the Android Market release!

Here is the full changelog…
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Bit of Alright Conference

Bit of Alright

Last weekend I, CWolf, went to World of Love‘s spiritual successor Bit of Alright indie games conference.

The conference was a great place to meet like minded people from across the indie games scene, listen to some very interesting talks and see some of the unreleased games in development. I met some very interesting people there, especially an artist and an ex-APB developer who I shared a few drinks with at the end of the day.

I found talks on ‘Paper prototyping’, ‘Indie(cent) Exposure’ and ‘Zombie Run’ the most interesting talks of the day. It has given me a lot to think about for Deadworld Studios.

All in all the day was a great experience and I’m looking forward to the next similar event! The conference is covered in much greater detail by RPS and Gamasutra.

Now… back to getting the next Mechadroids update out the door!

Bit of Alright Conference

I’m going to be taking a small break from coding on Friday to attend the ‘Bit of Alright‘ indie developers conference in London. I’m really looking forward to this as it’ll be a great place to meet other developers and pick up useful advice! I’ll be flying out tomorrow (Thursday) night to London then spending some time seeing friends and family. I really can’t wait as this will be the first trip back to the UK since leaving for Germany.

After that it’s back to Mechadroids! I’ll let you all know how the conference was when I get back home. Until then!

Ludum Dare Results

As previously mentioned in our development blog both of us (Jargon and CWolf) entered the Mini Ludum Dare #31 contest on this past weekend. We did a great job and both of us managed to finish our games! It was touch and go for us and we finished just minutes from the 48 hour deadline! The theme was ‘fear’ and you can decide for yourselves if we accomplished that. So, with that, Deadworld Studios are proud to present two free games for you to play!


Dark Choices – CWolf

“What is this place? The air is crisp and cool. I know this place but it is not the city. My city. Where am I?

I hear strange whispers tonight. This place is calling out to me. Where am I?”

 

Download | Ludum Dare Post

 

Catch 2122 – Jargon

It’s the zombie apocalypse and your apartment building is under attack. Are you able to fight your way through the hordes of the undead from the 10th floor and to safety?

You’ve also got a terrible hangover.

Quick fingers and plenty of pain killers will be required to ensure survival in this action-packed zombie shooter with a twist!

 

Download | Ludum Dare Post

 

Deadworld Gaming Night

We’ve decided to host a ‘Deadworld Gaming Night’ on Sunday the 29th of January. We think this is a good chance to enjoy shooting our community – what better way to relax right? The schedule is as follows…

The gaming night is an open offer to anyone who would like to play with us. We will be gathering in our IRC channel #deadworld at irc.globalgamers.net. We hope to see you there!

Jargon Dares Too!

So, I have decided to enter the Ludum Dare Mini along with my esteemed friend and colleague, Mr CWolf, which is happening this weekend (21st-22nd Jan). I wasn’t sure whether I would be doing it, even though I desperately wanted to, due to time issues. While working on Deadworld Studios, I’m also doing some web development on the side and all the coding is beginning to take it’s toll. That being said, I can’t let CWolf have all the fun and I have been meaning to do one of these since University (unofficially tried my hand at a 24 hour challenge, it didn’t turn out too good).

Anyway, as CWolf has mentioned, the theme is fear and while he is going for an ambient psychological approach, I have decided to go with a more of a technical approach (as I usually do). Mostly because I don’t think I can create the level of immersion a player would need to truly feel fear, although CWolf seems to have latched onto a good idea. I can’t say too much about my game because it is a bit of a one-trick pony and once you know what to expect, it will lose it’s power.  I guess it will work on the principles of fear of the unknown.

There’s not much time for prep work and I’m still feeling a little wound tight due to our recent Mechadroids update and the web development work I’m doing, so there is a good possibility I’ll be taking the next few days off and winging the whole thing… what could go wrong!? 🙂

Oh, another thing. Myself and CWolf will be synchronising our start for the Ludum Dare Mini.  We’ll be starting at 8pm (UTC + 1), 1 hour later than CWolf stated, on Friday 20th Jan, which is actually 6am Saturday for myself. Also, there’s a small chance of a dual stream going on, depending if we can work out how to do it.

Mechadroids Update 0.3.0


What madness is this? Two Mechadroid releases within half a year of each other and four weeks none the less?! That’s right! Here is Mechadroids release 0.3.0!

A few exciting things have happened in the past three weeks. Our community member Inveracity has been very busy creating us a Mechadroid launch video for the previous version 0.2.0 and a full length Mechadroids theme tune! Our community is growing and we’re making good progress.

So, what have we thrown together for this release? A few exciting things. Firstly we have tweaked the balance of the game so try it out and see how it has changed. We have also added a contact system for friends and foes. You can now add players as a friend or foe using a long click anywhere you see a player name. This allows you to track how well you’re doing against your friends and allow you to attack people anywhere you see a name! In addition to this the detailed battle has new messages that are unique to each weapon and shield. It gives you important information regarding your foe’s armour weak points. Next time you fight it might be worth checking them out to get the upper hand in a fight!

Here is the full changelog…

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Ludum Dare Mini (Jan 20th – 22nd 2012)

Last week I decided to enter the upcoming (and my first) Ludum Dare Mini! This is my first Ludum Dare event ever so I’m starting to get a little nervous with the lead up to it. For those of you who don’t know what a Ludum Dare event is here is an extract from their site…

“Ludum Dare is a regular accelerated game development Event. Participants develop games from scratch in a weekend, based on a theme suggested by community.”

So for the usual LD event it lasts over 48 hours and the next mini event is this coming weekend (21st – 22nd of Jan). The main difference between the LD minis and LD main event is this that the rules are a little more relaxed in regards to release of source code, timeframe and declaring tools/frameworks/reuse of code for minis. I think this will be ideal practice for the main LD event in April I intend to enter.

So… this LD mini’s theme is fear! I’ve decided to make more a psychological game based around fear – use of music and dark will be pretty important. I’m drawing pretty heavy inspiration from games in the Silent Hill series. I’ve decided to use Slick2D with my own framework built on top of it since it provides a nice graphical game support for the crucial visual experience of my idea.

Since the 48 hours is flexible I’ve decided I’m going to start mine at 7pm UTC+1 on the Friday 20th of Jan and finishing at 7pm UTC+1 on the Sunday 22nd of Jan. I will be live streaming the entire event (except when I’m sleeping) at my live stream site of http://twitch.tv/cwolfs so feel free to drop by and wish me luck! Also feel free to jump into our IRC channel at irc.globalgamers.net #deadworld to show support / ask questions. I’ll probably be more responsive there than on the live stream chat.

Why am I doing this? Practice to be a better programmer in some aspects, learn more, the experience, to be able to say I’ve done one and… why not? Wish me luck and I’ll see you on the stream (or IRC earlier!).

Merry Christmas!

Merry Christmas from Deadworld Studios! We hope everyone enjoys their holiday/break away from the real world for a bit.

It looks like another year has come and gone. Looking back it’s amazing how fast Christmas has come around. It doesn’t seem that long ago that we attended ‘World of Love 2’ conference at the start of the year. We continued work on Root Access, then paused it in favour of Mechadroids. We released Mechadroids and, come end of the year, are pushing it harder than ever!

As always we wouldn’t have got this far if it wasn’t for the support of our community. We’ve added a few people to it over the past year and they’ve become valued members! The feedback, ideas and support that they provided is what helps push us to keep going.

So, what does the coming year hold for us? Lots. We’re going to attend ‘Bit of Alright’ indie games conference in London and push out lots of updates for Mechadroids now we’re working fulltime on DWS. Mechadroids will be released onto the Android market.

We’re positive about this coming year. Now… lets get on with it right?

Mechadroids Update 0.2.0

We’re still here! *waves* Honest! After a lot of delays (Jargon moving to Australia and CWolf being worked to death, quitting, moving to Germany and going DWS fulltime!) we’re happy to give you our Christmas present early… a new Mechadroids update!

The new update brings in a few core changes/additions to the game play, general bug fixes and some much needed layout improvements for the smaller resolution phones. With the addition of the targeting system you can now target specific Mechadroid areas to attack. With your armour refit system you’ll be able to change where your strengths and weaknesses are. This brings a lot more strategy into Mechadroids that was absent in the last version. We’ll be eager to hear your feedback on this.

Two important points are that you can now opt-out of the daily Mechadroids report and more balancing is coming soon! The daily report is only sent if there is activity regarding your Mechadroid so for those of you who may have tagged it as spam you can now untag it as spam and deactivate instead. This would help us out a lot!

Alpha testers can now visit the Mechadroids download area to install or if you happen to have the old version of Mechadroids installed it will prompt you to update.

Here is the full changelog…

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Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC