Solitude at the Wales Games Development Show 2014

It’s been a week since we exhibited our Solitude tech demo, which has given us a bit of time to unwind after 5 weeks of solid crunch. In that time we went from pretty much nothing, to a 2 player cooperative scenario that not only played well, but was also quite polished. Still, we had no idea what to expect until we got there.

Solitude Booth at Wales Games Development Show 2014

We managed to get the our booth set up in pretty good time but then ran into a few networking issues. Since our tech demo is multiplayer and we know from previous experience that the provided wifi and Internet at these venues cannot be trusted, we opted to bring our own networking gear. After testing pretty much everything at home before we arrived, one of the network cables still resulted in being faulty, which meant one of the connections had to rely on own mini wifi network. This worked fine for the most part, but we suffered from minor latencies in the afternoon for some reason. That was the first issue we ran into, the second was that after we got the network up and running, the Commander’s machine (left) was refusing to connect to the server. After assuming that firewalls were to blame and disabling them everywhere, it wasn’t until a fresh pair of eyes looked over the client config and spotted an issue with the second octet of the IP address, which had been entered incorrectly and completely blind-sighted from then on. Whoops! After this was corrected, we had both machines connected to the server and ready to play one minute after the doors opened.

From here on out, things just got better and better. We could not believe how much fun people were having. One of the key gameplay requirements is communication, so we had a voice chat system running with headsets for people to communicate in-game. Players were getting really into it and being very vocal about it, and this was drawing in an even bigger crowd. Apologies should go out to the talkers on stage. When the room was quiet for talkers, occasionally there’d be a “GO LEFT! NO, YOUR OTHER LEFT!” emanating from our booth. Whoops. For the entire day we pretty much had people playing the tech demo with a crowd spectating behind, we even got the Wales Interactive directors into the driving seats.

Wales Interactive plays Solitude

Even though the booth was really busy most of the day, we managed to get out and about a couple times to check out what the rest of the show had to offer. This would not have been possible if we didn’t have our additional helpers, thank you Chris, Andy & Ben! A few of our personal favourites were Infinity Runner by Wales Interactive, really polished game with good use of the Oculus Rift and, surprisingly enough, does not come with the nauseating side-effect that most VR games seem to induce! Friendship Club by Force of Habit, a great little top down battle arena game that supports up to 4 players via local multiplayer. And Sim Raiders by the single developer (the entire game, down to the music and art), Matt Stockham, a fully procedurally generated RPG dungeon crawler that’s different every time you play.

All in all, the show was absolutely brilliant for us. Solitude got way more attention and positive feedback than we could have ever hoped for. We were definitely one of the more active booths at the show so it’s incredibly encouraging. A big thank you to everyone who came to the show and made the day awesome, both exhibitors and visitors alike. An even bigger thanks to everyone who came over and tried out the Solitude tech demo, we had a lot of fun and a lot of laughs throughout the day. If you didn’t get a chance to come over to our booth or didn’t attend WGDS2014 but are still interested in the tech demo, we’ll be releasing a video based on the tech demo gameplay soon to both this site and the Solitude site.

Wales Games Development Show 2014

Hey everyone!

Unfortunately there’s no development post this week as we’ve not been able to spare the time. However, here’s a brief update on what we’ve been up to and what our plans are for the near future.

Last week we were in Swansea doing a talk about how we got into independent game development, as well as our trials and tribulations, for the game dev graduates over there. We think it went down pretty well and got chatting to quite a few people afterwards. David Alden from Rockstar North (Swansea Met. alumni) also gave a really inciteful talk on how he got into the AAA game development industry. All in all, it was a great evening and thanks to everyone who attended.

We’re in Cardiff this coming week, on the 26th June, for the game dev social / TIGA event. Both of us will be doing a small talk there on what we’ve been up to recently. Up until now, we’ve been pretty quiet about it, but if all goes according to plan, we’ll be talking about our latest game.

Wales Games Development Show 2014 LogoThis is the reason why we’ve not had any time to work on development posts. We are exhibiting at the Wales Games Development Show (as usual) and we’ve been pushing ourselves hard to get a tech demo ready for it. We had some big ambitions, but the results are already looking really good and we’re very excited! So, if you’re interested in what we’ve been up to, you should definitely come along and say hi!

Tickets for WGDS2014 are around £6 and are available here.

Hope to see you soon!

Wales Games Development Show 2013

Rogue Vector will be at the Wales Games Development Show 2013 again on June 26th this year! We attended last year as Deadworld Studios so we’re looking forward to christening Rogue Vector with another great show!

We’ll be showing off some gameplay footage of our current project, Banshee, as well as the other games we’ve developed over the past few years.

At time of writing, there are only 22 free tickets left so you better be quick!

You can grab a free ticket at http://walesgamesdevelopmentshow2013.eventbrite.co.uk

Hope to see you there!

Join the Fight! Mechadroids is Released!

Mechadroids is now available on Google Play! Download it free for Android and join the fight!

Start up your Large Hadron Colliders and brush the dust off your cardboardium armour! Fix that gammy left leg, slap on the paint and bring the Mech infused action to your friends and foes.

Download Mechadroids on Google Play

See our Mechadroids release trailer for a glimpse of the game!

https://www.youtube.com/watch?v=qWHEs8zRx78

Deadworld Gaming Night #2

We’ve decided to host our second ‘Deadworld Gaming Night’ on Sunday the 22nd of April. The last gaming day/night was a complete success so we’re hoping this one will be as much fun! 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!

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!

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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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.

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