Archive for March, 2009

Thursday, March 26th, 2009

I’ve finally nailed down the new camera code!  It took a while (I knew it would).  The purpose of it is to make sure the camera doesn’t get behind a wall as the player moves around in tight quarters.  I also have created the spawn/trigger functionality needed to do things like monster spawns/respawns.  I am planning on using that functionality for other things too, like traps and special effects triggered in an area.

Yesterday during lunch I rewrote the AI’s main routines to highly optimize them and make them easier to expand.  This should decrease the load on the processor and let me fit more in.  Good for framerates!  I did notice that there is a tiny hiccup/jump when a group of monsters spawns in.  It can’t be helped; introducing a new object into the world is an intensive process.  I can smooth it out by introducing a tiny delay between spawns though.  Shouldn’t be noticable to the user then, and will smooth out the jump.

For art side, I dug up a TON of artwork we had from way back in the Torque MMOKIT days, so the user interface will be getting beefed up in this update.  With the camera and moving code out of the way, I can get to the fun stuff of flushing out the level and adding in some extra functionality.  I have already started decorating with torches and some wall decorations, the art from the MMOKIT should help in that department.  I plan on working on it over the weekend and am targetting next Monday or Tuesday to submit the update.

Update 1 Progress: Moving Around

Wednesday, March 18th, 2009

Day 4 of CastleGuard being in the wild.  It’s selling between 50 and 100 copies a day which is pretty cool.   Some folks finally started reviewing and posting stars, and the results are interesting.  No 3 star reviews, folks either love it or hate it.  I imagine the ones who hate it didn’t really read the description, but that will change soon once Update 1 and more are out.

I’ve been working hard on update 1 in my spare time (which is pretty little right now as I prepare for the NinjaRally iPhone game release) but some major milestones hit already.

I got the skeletons in as a new enemy type and I have the move/camera code pretty close to where I want it to be.   Some of the mission types will preserve the ‘locked in place’ style gameplay at times, in honor of the original concept and as part of the storyline.  this will be the ‘Defend’ mission styles, you will walk aronud for a bit until you trigger the battle, then get locked into place for the defense battle.

The last part will be deciding on a good control scheme for it, and minimize the presence of onscreen GUI for moving around.  Here is a quick pic and for the more bandwidth savvy, a video!  I apologize for this video quality, running in a virtual machine with a vid cap program, I’m surprised it capped at all.  I’ll get a better quality one soon once I have more features in.

castleguard031708a

Update 1 Nicely in Progress!

Tuesday, March 17th, 2009

I finished up the new skeleton enemy today, and he’s much simpler of a model than the human male, so the game runs much faster with him in it.

cg1_skel1

There are 3 varieties of him, there’s a caster, an archer, and the warrior.  I am definitely going to need to remember low poly and low bone count in the future.  He’s got some killer animations too, though only a few are hooked up (the important ones like walking, pain, attack, death, etc)

I will have to make their AI next to get them to act differently, but first I wanted to work on the new level for a bit.

Day 2 Sales Results

Monday, March 16th, 2009

It’s really the first full day (I’ll always think of launch day as day Zero!) but I’m pleasantly surprised to see my little game sold 117 units.   I started work on the update last night and will try to get it done as soon as possible.  There is probably some kind of optimal pattern of release timing vs event impact, but I’m no rocket scientist, just a guy who lives and breathes game design.  I’ll get out the updates, build the story I want to tell, and continue to report the numbers.  It’s about the game not the numbers… so in a few days when it’s back to pre-release sales numbers (ie Zero!!)  I will still post.

CastleGuard Update 1 Plan

Sunday, March 15th, 2009
I’ve pretty much decided what will go into the first update, though implementation details mean there’s room left for direction changes, so weigh in if you have an opinion on what you think would be a cool feature.  Looking at a 2-3 week dev cycle for the first update.

Move Controls. Hero will be able to move. Haven’t decided if it will be tap to move, or onscreen controls, or option for one vs another
Healing items. Pickups or shoot to heal
New Mission Type: Purge
New Mission Type: Survive

Performance Enhancements: Remove extra bones in skeleton, optimize particle emitters to address some reports of iPhone sluggishness

New enemy type (skeleton). Caster, Archer, Warrior
Ranged weapons on some enemies, *maybe* a spell or two
Points for kill streaks, critical hits, weapon powerups
High Score Board

New level layout, goal is one entire dungeon/level for the first update.

I am planning a pretty big inventory update for the second update which will be some combination of a full inventory screen and/or a store for purchasing new weapons.  There are several types of weapons planned, I have the animations in for bow, crossbow, 1hsword, 2hsword, and hand to hand fighting.
I am looking forward also very much to some spell blasting!  Not sure when though.

First day in the wild

Sunday, March 15th, 2009

I guess I’m about 2/3 of the way through the first day of CastleGuard being in the wild, and I must say it’s exhilirating.  I’ve weathered lots of criticisms while making tech for other RPG developers over the years, so bad reviews don’t make me lose sleep at night (the 1 star ‘Game is Horrible’ review).  However I do listen very very carefully to real feedback and consider it.   I just found the TouchArcade community and see that it’s going to be very useful to be a member there.

I am not expecting to quit my dayjob from the proceeds of making my own iPhone games.  (Right now my dayjob includes making iPhone games so it’s a little bit of a silly statement)  It’s nice to help justify the time spent, and I have goals like everyone else out there.   That being said, I’m happy to report that I did have 17 sales in the few hours that the game was available yesterday.  Many of those were from friends and Facebook buddies, but it’s a nice little thing.  I don’t have a problem sharing the numbers so I will when I remember to.

The CEO of our company (I work for Lycos Gamesville) is coming to visit tomorrow and the iPhone task force is already in final push to get out Ninja Rally this week.  But it will be exciting for our head boss man to check out our game if he gets a chance.  I’m focusing on that tonight, though I will take an hour or so to work on the first CastleGuard update and decide ‘what’s going in’

CastleGuard is released!

Saturday, March 14th, 2009

After 8 short days in review, CastleGuard is released.

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=307523660&mt=8

It is an *extremely* simple game, but the exciting part for me is the groundwork I’ve laid for more game updates in this series.  It sports a full avatar customization library, mounting equipment and weapons, elemental effects, weapon trails, AI pathfinding, and a really cool follow cam.  The cam doesn’t do anything now as you’re locked into place in this first version, but the end result will be pretty much like a little Diablo running on the iPhone!

Anyway, I’ve worked on lots of Indie and Commercial projects and titles, this is my first little solo game and it’s an exciting moment for yours truly :)

My special interest is in RPG development.  I’ve already had a few folks ask me what plans I have and I will tell more as I can but it will really speak more in the game itself.

CastleGuard Vid and Pics to look at

Saturday, March 7th, 2009

I posted a demo video of the CastleGuard game I whipped up this week in the CastleGuard link above. Let me know what you think! This game was submitted to the iTunes App Store on Friday, I’m busy testing new features tonight. I’ve got a few different types of elemental weapons ready to go, and a Diablo-style camera coded up too.  The gameplay is extremely simple intentionally right now, as this is my first iTunes submission and one of its main functions is to test the waters and learn the ropes.

However… I love me some game coding… and I’ve got plans to add lots of functionality into this codebase.  First up tonight will be some bug fixes (there are 2 known bugs) and create difficulty levels.  Losing an hour’s sleep though, so that might be it for tonight.

Hello world!

Friday, March 6th, 2009

Getting ready to roll into action!  My first iPhone app has been submitted to the appstore and awaits approval.  I’ll try to get the demo up here shortly, it plays in the browser.