Tuesday, May 22, 2012

Potential New Game



So, the idea is to make an economic simulation and exploration game in the style of the Settlers or Anno games, but set in space.

I'm keeping the graphics simple - 2D with a pixelized style. I'm also focusing on a touch-friendly interface from the start, rather than adapting to it later.



It seems promising so far. We'll see...

Thursday, April 12, 2012

"Quiet, Please!" Released on Xbox Indie Games



After an annoying day at school, you just want some peace and quiet.

But everything at home is so noisy!

Explore, interact with your environment and solve puzzles. 3 kittens included with every purchase!

"Quiet, Please!" is now available on here in the Xbox Marketplace.

Monday, April 9, 2012

Android, cross-platform development and touch controls

Quiet Please on Kindle Fire

Lately I've been working on getting my 2D game engine running in Android. I had been planning on giving Android a try for a while now, so when Unity released a free version for Android and iOS it got me to finally take the plunge.

I picked up a Kindle Fire, and had things mostly working after about a day. It helped a lot that I had already ported my engine to Unity. I did this mostly to use their web browser deployment for Ludum Dare releases - people are much more likely to play a game if they can run it in a browser rather than downloading an XNA binary. It also really helped that I had already done touch controls for Windows Phone versions of my games. Aside from getting the build and deployment process set up, porting to Android didn't really add many platform-specific development challenges.

"Quiet, Please!" is now running pretty well on the Kindle Fire. I have a few more little things to do, and then I'll release it on the Amazon Marketplace and Google Play.

Ascent of Kings Touch Controls

I've also been working on a mobile version of "Ascent of Kings", a little platformer I made for Ludum Dare a while back. Good platforming touch controls are notoriously difficult to do. While I wouldn't say my controls are great, I now have a touch D-Pad that feels pretty good to use. The gameplay in "Ascent of Kings" isn't very twitch, so I think it will work well enough.

 Overall, I'm pretty happy right now with the state of my 2D game engine. With virtually no platform-specific game code, I can now deploy for Xbox, Windows Phone and Android. iOS should be an easy next step - except for the fact that I need to buy a Mac...

Thursday, March 22, 2012

"Quiet, Please!" now available for Windows Phone

"Quiet, Please!" is now available in the Windows Phone Marketplace.

Everything in the house is so noisy! You just want to be alone and go to bed.

Explore, interact with your environment and solve puzzles.

3 kittens included with every purchase!





Wednesday, February 22, 2012

Playing with Deferred Rendering in XNA

Deferred Rendering

I've been meaning to do a deferred rendering of my graphics pipeline for a while, but hadn't gotten around to it until recently.

In standard forward rendering, your geometry shaders directly output the image that the user sees. In deferred rendering, they output an intermediate buffer (called a "G-Buffer") that contains more information for each pixel - generally color, normal and depth. The advantage to this is that it allows you to do various processing (most notably lighting) on the scene as a whole after all of the geometry has been rendered.

The simplifies the shaders significantly. In Block Zombies, for example, I have three main geometry shaders - one for the terrain, one for models and one for particles. In forward rendering, each shader needs to independently handle lighting, fog and shadowing. With deferred rendering, they don't need to do any of this - it gets done once on the entire scene.

Another huge benefit is the ability to have more lights in the scene. Block Zombies only has a single, directional light source. I would have loved to have more lighting - muzzle flashes, glow from flares, flashes from explosions - but it just wasn't practical in the forward rendering model. With deferred rendering, I can have pretty much as may lights as I want.

In the screenshot above, I have a very subtle directional light, a spotlight from a flashlight and point lights for all of the windows in all of the houses.

Overall, moving to deferred rendering is a big win for me and I think I'll use it as my primary rendering model going forward.

Monday, February 20, 2012

"Quiet, Please!" Almost Finished

QuietPlease 

 I'm getting close to completion on my little adventure game, "Quiet, Please!". Above is an overview shot of the current gameplay area.

I'm aggressively trying to control the scope on this project - my goal is to keep development time under a month (time actually spent on it - not calendar time). So far, I'm in pretty good shape.

The resulting game will, as a consequence, be fairly short. Hopefully it will still be enough to convince people to part with one of their precious dollars. We'll see.

Thursday, January 26, 2012

Block Zombies Review Round-up

Block Zombies has been out for a week now, and a number of reviews have popped up around the internet. The verdict? They like it!

Trendy Gamers gave it a 9/10, saying it "may just be the most outrageously fun and charming game a single dollar can buy".

Armless Octopus gave it 4/5 stars,  saying "the game’s carefree visual style and upbeat tempo makes Block Zombies! an absolute delight to play". They also awarded it their "Bloody Tentacle" of the week.

Did Not Finish says "Block Zombies is the embodiment of everything that is right with Xbox Live Independent Games".

OtakuDante's Gaming says it offers "escape from the normal zombie titles that plague the video game marketplace".

Dealspwn calls Block Zombies "a damn fine shooter".