Indie game developer blog
Little activity on the blog, a lot of work out of it.
With “Dimension of Cubes” temporarily suspended now we are focusing on a new project that may be promising. We get in full in the realm of strategy games, especially since we are developing something with high influences from games like “Dungeon Keeper” and especially “Theme Hospital”. Nostalgic play sessions in search of inspiration are interspersed with hours of work.
We still can not give dates, there is much work ahead, but we work at a high pace to have something soon. And discoveries like this consolle for Game Maker significantly increase our creativity. And our bugs, I must say, but that’s the fun part.
We have some ideas for other projects (I found a 2D physics engine for Game Maker who is screaming “use me”), but all in good time …
It’s too appealing. It’s beyond my strength.
That’s the code I’ve been writing over and over again in recent days.
Basically is what makes the game go directly to the debug room I use to check collisions.
I hate collisions.
I have spent the last week or so trying to fix a bug in the first version of “Dimension of Cubes”, by which you could get stuck if a cube materialized while you would jump.
But, after hours of calculations and desperate searches on Google, I found the solution.
Now, if a cube is materialized in your position, you are automatically transported to the top of the cube It is a way to avoid bugs and a skilled player can use it to fast forward through the levels. And for his life in a fall, if you are lucky enough to have a cube nearby when you fall.
And it worked right the first time!
The Ludum Dare October Challenge ended a few days ago, and sadly “Dimension of Cubes” not
was purchased in time to be among the winners.
But we have had at least one purchase!
From here our thanks to who has bothered to buy the game. We are already working on an
improved version, which will probably be ready for the beginning of the year, besides
having in mind a couple of interesting ideas…still cannot say much.
We apologize for the low rate of updates. Too much work, little free time, boring
days of rain, too much Left 4 Dead 2 to play, these things…
The culmination of nearly a month’s work has come to light: “Dimension of Cubes”, our project for the October Challenge, is now on sale. For problems with Desura, we finally resorted to Indevania.
All purchases and / or opinions are welcome.
A secondary project in a very early stage of development.
There’s been little things in the blog due to high productivity. It’s a good reason.
The Game-Maker-Thing level design is progressing slowly. Thinking of obstacles is far more fun than I expected. Although this town have a habit of running out light continuously and little of what I do is conserved. Coding here is a risky job
Maybe we will be able to show graphic material very soon. Maenen has a computer at full capacity again
and we are working on having the graphics ready as soon as posible.
Well, actually we are focused on making her finish Portal. Long story short; now her productivity is focused on psychopathic robots. It’s fantastic.
Ending with a thought: Valve makes Greenlight, a system in which users can decide what games they want on Steam, and after some problems with some users, they put a $100 fee to submit a game. You would have to pay $100 for trying to publish a game (which could be free to play and without benefits) and it’s not even insured that it will be published? Seriously, Valve?
I’m working on a store system to the Game Maker project (seriously, we need to give a name to this).
You have objects, and prices. And those things that have stores. Except carts, perhaps.
Well, or it would have them if I were capable of deciding the style of the shop. I believe that it is the part of the game with more options and the one whose design has changed more.
It first started as a bar at the bottom of the screen. You could click on the objects to buy without stopping the game, but I thought it was a bit tacky.
It became a separate screen with large objects that moved, expanded descriptions, lights that shined by placing the mouse over and other nice things. However, it involved having to pause the game, and it did not convince me.
Currently, it’s a bar again. But it still doesn’t convince me. It lacks that “something” that gives charm. Perhaps the store is not even needed. Time will tell.
Moving on, I am researching on how to include external content in Game Maker. It might be useful to patch bugs or include new levels, but it seems that there isn’t any solid information in this regard.
(Misc: play Eridani. A strategy game IN SPACE)