Fulltime Developer Day #1

I’ve finally moved to Germany and managed to unpacked all my things (in record time too!). Today is the first day I’ve had a chance to really think about DWS and gamedev for a while. Jargon and I had a meeting last week to figure out what’s left to get done for the next update of Mechadroids so I’ll be doing my side of that today. This week I want to brush the cobwebs off the systems and see what needs to be done to get us running at fullspeed. Short but sweet post for today – we’ll be keeping you updated.

Onto a New Chapter

It has been a long time since my last dev blog update so I figured I’d fill you in on some details.

As of the end of October I have finished working for my previous job as a software consultant and I’m now in the transition stage of working fulltime on Deadworld Studios. I’m moving from the UK to Germany to be with my girlfriend. Once that has happened I will be fulltime on setting DWS to be what Jargon and I dream it can be.

Progress slowed down over the months of August, September and October due to unrealistic working hours from my previous job. Needless to say now that is behind me I can start crunching through our TODO: list!

Expect a lot more frequent updates to Mechadroids from us as we ramp into full gear! From here things can only get better!

Mechadroids Update – Build 78

We’ve just released our first update for Mechadroids!

This release was primarily for bug fixing so we’re having to push the reset button. Don’t worry though because this will bring a balance change to the game! In addition to that new features have been designed are on their way. To obtain the update all you need to do is launch up Mecharoids and it will automatically detect that there is a new version. All you need to do then is select update!

If you haven’t been able to install Mechadroids due to being on Android 2.1 you can now visit the download link to install as we’ve extended our support to your version.

Here is the changelog.

New Features:
– Support Android 2.1+
– Daily battle reports

Changes:
– Improved identification of human players in the attack list
– Game play balancing

Bugs Fixed:
– Infinite crash-loop due to poor signal.
– Fix remote crash logging.
– Escape special characters in client.
– Persist login data when focus is lost.
– Fix login activity resuming correctly.
– Fix attack list bug

Enjoy!

Game Released: Mechadroids – Closed Alpha

Robots Fighting

War… war sometimes changes. Tonight we released Mechadroids to the closed alpha testers! We’ve been playing the game during the evening; we’re stealing credits while attacking each other with some insane weaponry.

Alpha testers will receive an email with details on how to play when they have been accepted. We are having some small issues with our emails being sent into spam folders so please check there before taking out your rubbish! If you’re a tester please log feedback at Deadworld Feedback. If you have any problems with your login or our websites please email us at info@deadworldstudios.co.uk.

The next few weeks will be used to balance Mechadroids ready for our big release onto the Android Market. Once there anyone with an Android phone will be able to download and play Mechadroids.

Remember for more information visit the Mechadroids information page and the Mechadroids site! Good hunting alphas!

How May We Help You?

We’ve been incredibly busy since the annoucement of Mechadroids.  Most of this has been to do with infrastructure work and when we say infrastructure, we’re talking about everything that aids in game development, release and support.  It’s taken a lot of effort and a lot of time.  Reason being is that we want our procedures to support multiple projects, not just one, so a generic approach needs to be taken.

Initially, when we were developing Root Access and released the alpha test, we developed all our infrastructure around that specific project.  It wasn’t necessarily the right way of doing it, but it was the fast way of doing it.  In the end we made more work for ourselves when we started developing Mechadroids as we had to extend our infrastructure systems or clone them for Mechadroids.  Cloning them would result in duplicate code and more to maintain, it would eventually bite us in the derriere.  Extending was the better option but we figured we’d go back to the beginning and design in multi-project support from the start like good software engineers!  If you’re part of our community or waiting for the Mechadroids alpha test, you’re probably aware of the Deadworld ID system, which is our new single sign-on system for all our games and sites.  This was originally specific to Root Access, but the extra work was put in and now we can be sure that all new sites and projects will share the login system which makes things a lot easier to maintain and much more convenient for you guys!

Now, this post isn’t about the Deadworld ID system.  It is about a new addition to our infrastructure.  We realised we were focusing on our development, testing and release systems but we had neglected to put much effort into the support side of things.  Root Access had a feedback reporting system but was fairly minimal and we realised if we wanted our alpha tests to go as planned and maintain a good level of communication and support with our community we needed to revisit this area.

As a result, we give you the Deadworld Studios Feedback Centre.  Again, this is a complete ground-up rewrite of the feedback system that was built into the Root Access website, but this new site makes use of the Deadworld ID system, supports multiple projects and different types of feedback.  Some of you may notice it looks a little similar to the way Get Satisfaction works, that’s because we were heavily considering using it as it really appealed to us, but with very little revenue coming in we cannot afford it, but we had the skills to develop something similar that would suit us!

Please check it out, if you have any bug reports or suggestions about it… well, you’re already on the right site!

Game Announcement: Mechadroids

So, finally after all the secretive, nondescript tweets regarding our hard work we’d like to announce a new game – Mechadroids.

Mechadroid

Mechadroids is a fast paced, tongue-in-cheek game that will be released on Android, Facebook and the Mechadroids site. Initially, we are only releasing the Android version but we’ll be branching into the other platforms soon.

Before we hit the Android Market we’re going to have a closed alpha testing period. This will help us iron out any bugs and tweek the game. This period will last a few weeks then we will release Mechadroids onto the market as an open beta.

Help us perfect this game by going to the Mechadroids alpha registration page and registering to join the Android alpha test. Please also visit our forum to share any thoughts you have about the game.

For those who are wondering what our plans are regarding Root Access, you don’t need to worry. Mechadroids is a small side project for us that we really wanted to make before we continued development on Root Access, which we consider a much larger project.

Beware of the Kittuns

Hola!  Another dev post in a relatively short time.  The reason being that we’ve been pretty busy behind the scenes.  We’re flying through our task list but there’s still a lot to do.  Also, it doesn’t help when new tasks sudden spring up and require urgent addressing (the website redesign was one of them, I couldn’t deal with looking at that bland old site any longer), such as what has just happened again…

With the setting up of Deadworld Studios as a private limited company and our business bank account (with associated PayPal and Google Checkout accounts), we’re getting to a point where we’re trying to increase our profile.  I started redesigning our website and little did I know that CWolf decided to submit our site to StumbleUpon, next thing I know I’m looking at a Google Analytics page that looks like this (image on right) and consequently a GMail account that looks like that (image on left).  Now, we’re not strangers to forum spam.  We have a few mods in place that keep these nefarious spammers at bay.  First off we’re using a Project Honey Pot to waste spammers’ and harvesters’ time and aid in the discovery of these.  Then we use a couple of SMF mods, one basically blocks all access for 100% guaranteed spammers, the other requires them to be approved if there is a suspicion that they are spammers.  Up until now this set up has been working for us but it does mean we get quite a lot of notices and have to go in and clear all the spammer accounts periodically.

Of course, with the influx of new traffic (regardless of whether there is a high bounce rate), we are attracting more spammers and with SMF’s poor CAPTCHA system something needed to be done.  Now, this is something I had been planning on doing for a long time, I even prototyped it a client-side only version, but never had time to fully implement it, but last night I blitzed it out (and I have a splitting headache now because of it).

Back in University (or just after) I came across a CAPTCHA system called KittenAuth (created by Oli Warner), either via StumbleUpon or The Register and thought “Hey, that’s a pretty genius idea.” but I couldn’t find any implementation of it, but that was fine, all I needed was the idea, so I bookmarked the page.  Basically, instead of using the traditional distorted sequence of character or words, it uses image recognition, specifically Kittens, in a 3×3 grid.  The idea is that only some of them are Kittens, the others are… well… other things.  So, armed with an idea (thanks Oli!) I give you KittunAuth, a mod for SMF 2.0 RC4 which adds KittenAuth anti-bot protection.  I’m also happy to say that since the installation of the KittunAuth mod for our forum, we’ve had no forum spammer registrations and even though it’s only been active overnight, this is still a plus as I usually wake up to a few sat in my inbox.

If anyone is interested in this forum mod for their own SMF forum, don’t hesitate to comment here to show your interest and I’ll see if I can make it compatible for other versions.  At the moment KittunAuth is still an incredibly early version and hasn’t really been tested, we’ll see how it performs over the coming weeks.

All Work and Some Play

Profit and Loss Sign

I’ve been pretty productive tonight. I’ve clocked in some programming, some design and a small website tweak. Now for the past hour I’ve been looking though the financial side of things. This side of setting up and running a company will be one of the harder things to handle in Deadworld. As I’ve had ever so slightly more experience in this field than James we decided that I’d be the poor soul to tackle it (not without the help of James though… or I think a little of me would break down inside). So tonight I’ve been trying to figure out cashflow and profit/loss record keeping.

While things are confusing now I know I’ll grasp it sooner or later. I know for one thing that it’ll be very important to have our transactions well recorded. We’re helped there with Google Checkout and Paypal to a certain level as they can print out nice reports for us on a monthly basis. What I’m more concerned about is the non-third party system transactions – the ones that interact directly with our bank account. Each one will need to be labelled for identification and recorded as such for later. It’ll take a bit of practice but we’ll get there.

Now for a game of Project Zomboid before bed!

Time For a Make Over

Finally got around to updating the website.  This has been a task on our list for a long time, just we have been incredibly busy with other facets of Deadworld Studios (please see: Deadworld, Inc.) so it kept getting put off and as time went on we increasingly thought that the site was extremely bland.

As we’re a small company we don’t have a whole lot of resources behind us and therefore don’t have dedicated artists. So we have been practicing and following tutorials. A while back Rich made a red planet for use in the background with the old site, but it didn’t quite fit in. We both thought we’d want to include the planet in a star-scape of some kind but had no star-scape to go with it.

So there I was, looking at our bland website and thinking back to the planet image, and I had a sudden surge of inspiration.  I knew exactly what I wanted, I just hoped that I had the skills to pull it off.  A quick Google later and I had found a pretty impressive GIMP tutorial on creating a star-scape and I began working through it.  I took Rich’s red planet, sucked the colour out of it and tinted it a grey-blue (after all, it’s supposed to be a dead world right?).  I proceeded to position it in the bottom right of the star-scape.  It looked good, real good.

Now, the problem with backgrounds like this is that they do not scroll… at all.  So it had to be anchored.  And then there’s the issue with different resolutions, perspectives and that CSS2 cannot stretch background images.  So after a bit of HTML and CSS trickery I managed to hack together a fake-background that scaled to the browser window.  It looks a little blurred on larger resolutions, but I was massively impressed with the effect.  Now, at this point, I figured I didn’t want to tarnish my efforts by slapping the old site on top… this new background warranted a new site altogether.  So out came the sketch book!

Now, I’m not a massive fan of fixed width sites.  My usual retort is “If a web developer can’t get their site to dynamically scale correctly, then they’re not a very good developer.”  However, we now have a sexy space scene to look at that should not be entirely covered up.  I actually have a good reason to implement a fixed width site.  I also wanted spaces between the various elements to allow the background to show through as much as possible.  The the designed I came up with was a simple 2 column site with floating stand-alone elements and the Deadworld logo and title sitting freely above against the background.  The footer would obviously be pushed down by the dynamic content and would hardly ever line up correctly, but this is not really a problem… sexy background, remember?

I chose to go with the white borders and black background because it’s based on the style of the Deadworld Studios logo, which seemed satisfactory.  After, tweaking the styles and playing around with the various floating elements, I decided (along with a friend) that the black backgrounds should be transparent as too much of the background was being covered and I was creeping back into the realm of blandness again.  I also had to be careful as text on top of images is a big no-no in web design and can make reading pretty hard, so I kept the transparency effect minimal.  The resulting effect made the site look a whole lot better.

Anyway, I hope you guys like the new site.  At the time of writing there are still a few things that need to be sorted out (such as commenting), so just bear with it for a couple days till I can get it all fixed.

Adios!

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