You know what’s fun?!!!

ROLLING BLACKOUTS!

So. I get home Thursday and discover that I can’t get the garage door open. I park in the driveway and walk inside to discover a stifling house with no electricity.

It’s now ~6 PM Thursday. My wife tells me that we don’t know when the power will come back on – and it’s been off for hours already. We were blacked out to protect the rest of the power grid during a particularly hot weekend.

So! Time to retreat to a hotel. Finding one took hours because all the nearby ones were full of people affected by the blackout as well. We finally find a vacancy around midnight – a room with two queen-sized beds.

There are five of us.

We go out to eat, and then my wife realizes she’s left something important at home so we stop by the house. It was well after sundown and the entire complex was black as night – no street lights, no lights in houses, nothing. She goes inside and cannot see a thing so I lend her my phone to use as a flashlight. She finds her precious item (her World of Warcraft authenticator, to be precise) and we return to the hotel.

(Anyone who knows I own a laptop but wonders why I didn’t post over the weekend can do this math: 1 laptop + 1 WoW-hungry wife = no laptop.)

After a horrible night’s sleep, I realize I’m not going to be able to go to work on Friday and phone in. We eat, and then we just…hang around. Waiting. Waiting for word on when we can go home.

And I start thinking about post-apocalyptic games and how completely unrealistic they are 🙂 Somehow, all of them, despite the ruin of the world, have working power and most of them have working water as well. It’s as if all the buildings fell down but the most vital services remained, when in truth, the exact opposite would be true – many fully-intact standing buildings but with no power or water making them practically uninhabitable.

ANYhoo. The power finally got turned back on around 10 PM Friday night, so we returned to our abode, exhausted, hot and full of very bad food. Fortunately, the power didn’t go off again.

So that was my weekend! How about you?


When the Internet teases, she teases HARD.

I was looking for some basic terrain tiles I could use for the ClanDestiny prototype.

I found some.

I found this on some guy’s photobucket.

It’s got everything I need – trees, grass, mountains, tundra, desert, rivers, huts, villages, cities – and has a slightly Japanese feel to it without being too over-the-top.

For a while I couldn’t figure out where they came from, leading me to believe that I might be able to use them for ClanDestiny.

It turns out they are from Fire Emblem: Blazing Sword for the Game Boy Advance.

Sob.

I can still use them for the prototype, but at some point I’m going to have to pay for some art, and good Lord, art is expensive. This is why I couldn’t get any animated tiles for use with Inaria, and instead had to go with public domain stuff.


Oh yeah, the blog!

I’m so sorry guys. First I was semi-crunching on the Inaria update and then I was getting ready for Independence Day (we had a big ol’ cook out).

The good news is that I have this whole week off (GM shuts down for a whole week for the Fourth). So more updates will be forthcoming.

Plus, I’ve been participating in the Indie Conversation. This is a YouTube channel where several full-time and part-time indies have been posting videos straight from their webcams discussing various topics. It’s been pretty great; you guys should check it out. Just remember that it’s a “conversation” and thus the videos are effectively sequential.

More updatey stuff in the near future!


A Dilemma

Okay. I’m thinking about making some graphical improvements to Inaria. You might remember from when I was doing the iPhone version that it looked a bit…well, better.

Those improvements, which make the levels pop up and down, were written by my good, dear friend Ryan Clark.

So why didn’t I use them for the current version of Inaria? Well…because I thought they might clash with the retro mystique I was going for. It might also clash with the “black squares” result of the visibility algorithm.

But now I’m thinking seriously about putting them back in.

Thoughts? Yay, nay?


The Insanity of a Manatee

So. Have I been working on my prototypes?

Of course not, that might actually be productive.

Instead, I’ve been working on improving Inaria.

Why?

Well, ’cause I don’t think it’s currently worth the money I’m charging for it. It’s still selling, but I feel kind of guilty every time I see a sale.

I’m going to add some stuff to it and then I’m going to put it to bed. One of the things I’m going to add to it is a randomly-generated dungeon to give it more replayability. The rest of the stuff will be a surprise.

I’m anticipating having this update done by the end of this week. Beta testers, let’s go one more round, shall we?


PSRD Breach: The Nannies of New York.

I am about to breach PSRD.

(For the uninitiated, I don’t normally talk about Politics, Sex, Religion or Drugs on this blog. But I’m about to.)

Click the link to continue reading. Or don’t, if you’d rather not.


ClanDestiny Prototype Update 0: 0 Hours

Okay! So, like I said, I can think about the game all I want.

So here’s what I’m thinking.

There are four bits to the game:

The MAP

Your UNITS

Your CITIES

Your TECHNOLOGIES

That’s it. You have one resource – production. You use production to do everything in the game,
from improving cities to buying technologies to making units.

BUT, you cannot save up a ton of production and then unleash hell in one turn because you can only do as many things as you have cities (you don’t have to do them all to/in one city, but that’s your limit). That’s the number of Actions you can take. An action is:

Buying a technology
Building a unit
Improving a city
Building a new city

When you build units, you can choose any of your cities for them to appear in. Thus, mopping up is easier because you can build all your units “on the front” instead of having to move them from the back.

Technologies are devided into three basic types – combat, civilization improvements and religious/cultural. Since this is the stone age, combat advantages amount of “oh, you discovered that leather makes your guys take a little more damage” and such, and your cultural improvements involve discovering that certain rocks sound nice when struck. But there’s only one tree and it’s not very big – in fact, it should fit on one screen without having to scroll. The tree is going to look very similar to a WoW talent tree.

So let’s see. Several tribes all starting at the edges of the map. Lots of settlement sites in the center that are either vacant (so you can easily build a city there) or have unaligned cities on them (which you must either conquer or culturally absorb). Once everything is claimed, the tribes will start trying to take territory away from the other tribes. Culture still works, but it’s much harder on aligned settlements, so the traditional way will be to attack them with armies.

Armies. We’re going to greatly simplify how units work by allowing the player to group them into armies. Armies are basically just a stack of units. BUT, once you put a group of units into an army, you can’t remove them (though you can add more units). So stacking units is actually a good thing, where it was a
terrible thing in the original Civilization. You can have an army guard a city, or move it around the map and attack with it.

So, the game progression is as follows:

You start with three settlements (thus, you can do three things a turn).
You build up your tech.
You make units so you can start taking unclaimed settlements.
You make combat units so you can start taking claimed settlements.
Everything eventually gets claimed and the infighting starts.
You try to attack or subvert your enemy’s settlements into joining your side.
Somebody gets all the settlements. They win.

The stack of doom. I think making it so that you can’t undo armies makes it so that you’ve got a Death Star: yeah, the town its currently attacking is doomed, but all the other towns are relatively undefended because you’ve spent so much production on this one thing. It also may not be using the best technologies.

So you’re wandering around with your stack of doom. You attack a city and are repulsed by the city’s defensive bonus plus the fact that while there are fewer units, they are better-equipped than you.

Meanwhile, several small, fast strike forces are taking the undefended cities in your backfield. Can you pull your SoD back in time to take them back? Either way, you’ve been put on the back foot.

So I don’t think the SoD will be that big a problem.

I think this design works, and even better, it’s not that difficult to program.

Multiplayer is also possible.


The Return of the 40-Hour Game

So. Got two games. Which should I make? The answer, of course, is both, but the order and priority I give both games is important.

What both Star Kittens and ClanDestiny need are prototypes.

Well. I can make prototypes 🙂

So all hail the return of the 40-hour game! I’ll be writing a version of both Star Kittens and ClanDestiny and going from there based on your feedback from them. I won’t release the prototypes until they are both finished, so you can try them both out at once. And I’ll only have 40 hours to spend on each prototype.

Again, the standard rules apply:

1. Only actual coding/art/sound time counts. I can think about stuff as long as I want.

2. The forty-hour deadline is hard and fast. Once the clock runs out, pencils down and publish.

3. I can use anything I’ve already coded for free.

4. I must blog the entire process as much as possible; the constant feedback is a really good motivator.

I believe I’ll actually do ClanDestiny first, as I think I’ve got its design more fully-formed in my head than Star Kittens.


Name That Game! 79: The Operator

There are a whole lot of games that give you an “operator”. An operator doesn’t just give you objectives at the start of the mission – they’re constantly in communication with you. They hear everything you say, see everything you do (usually justified only vaguely in the game), update you on your progress, tell you when mission objectives have changed, give you useful information and if poorly implemented can really annoy the krep out of you. The odds of you actually meeting them in person are really low.

So, here’s a list of twenty operators…can you tell me what games they’re bossing the player around in?

1. Moya

2. Janice Polito

3. Irving Lambert

4. The Guildmaster

5. Otis

6. Rebecca Lansing

7. Atlas

8. EVA

9. Shinatama

10. Roy Campbell

11. Dan

12. Cortana

13. Mercury

14. Mike One Juliet

15. Anya

16. Zyzyx

17. Alex Jacobson

18. Major Zero

19. Augustus Sinclair

20. You


The Couple Ideas

Okay, here’s what’s kickin’ around the old noodle:

Star Kittens

This will basically be Dungeon Keeper in space, with cute kittens taking the place of the monsters and the evil, evil, Chaos Dogs playing the roles of the “heroes”.

(I’ve mentioned before that the heroes in DK are the real jerks, right? You’re minding your own business, mining your own gold, building a little city for the oppressed minorities to live in, and then these guys come in and wreck it all and try to steal your loot just ’cause you look evil. Jerks.)

The kawaii factor will be turned up as high as it can go, and there will be lots of visual customization options for both your Star Kittens and the bases they build.

Target platform: PC, with possible Mac version if I can ever scrape up enough money to buy a Mac.
Target audience: Six- to eight-year old girls (I can’t wait to get them saying things like “cryogenic suspension”, “FTL drive” and “hydroponics”) and anyone who likes to play games with little autonomous people running around. (For some reason, Europe seems to be a big market for this type of game.)

PROS:

A unique space – nobody’s ever made a proper remake/ripoff of Dungeon Keeper. (Why? WHY? WHYYYYYYYYYYY?)
Six- to eight-year-old girls play lots of games. I’ve got one to prove it.

CONS:

Art heavy, which means lots of money up front (art is way, way more expensive than music).
I would want the game to be in 3D if possible, which will lengthen the development time.
I already tried making a 3D game in the same style (Planitia) and failed pretty miserably – BUT Star Kittens would actually require a simpler 3D engine.

The other game…

Clan Destiny (Possible working title if whoever owns Trilobyte’s IPs objects.)

Think for a moment about the first turn of Civilization. It’s 4000 BC. You’ve got a “settler” unit. You click “build city”. You hit “end turn”. The game time jumps forward by 20 years, and the city is built.

Clan Destiny is about what happens during that first turn. It will be a turn-based 4X game set in the stone age, with several different clans vying for supremacy. It will be completely 2D and sprite-based. It will also play FAST – the biggest game of Clan Destiny (large map, max number of enemy clans) should take no more than two hours to play. While it will be full-featured, with tech trees, different units to build and territory expansion through various means, all of these systems will be simplified and mechanics will be put into play to curtail the late-game, “mopping up” portion.

Target Platforms: The PC and Android phones, with a Mac version if I can yada yada yada.
Target Audience: Anyone who has ever looked at Civilization IV and/or Galactic Civilizations and said, “I’d love to, but I just don’t have the time…”

PROS:

If the game is even the slightest bit good, it’ll become an Android bestseller. Android users are dying for good games.
Much art-lighter than Star Kittens.
Possibly bigger market.

CONS:

Will almost certainly be harder to make “fun” than Star Kittens – lots of balancing will be required. And we all saw how “good” I was with that on Inaria…
A release of Civilization Revolution for the Android would kill this game. Star Kittens doesn’t have that problem.

So, which would you prefer to see first? And do you have any other ideas or suggestions?