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

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

 

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!).

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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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!

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)

@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

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC