Sorry about that VI: The Beginning of the End

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Published on: February 14, 2012

300 days.

300 days since Sorry about that, and “a few weeks until the release”. 42 weeks and 6 days. That is around 14 times longer than I thought.

322 days from the previous release.

Now…

It is finally out.

Dwarf Fortress 0.34.01 has been released.

I won’t start the fort quite yet, though. I’ll have to wait for bugfix releases and graphics packs, maybe even have to run a turn at a community fort. But I will start a fort, play it and tell about it. Patience. Give it a week. Or two. Or a few.

Or 42 weeks and 6 days, we’ll have to see.

No fort in sight yet, but I have tried out the adventure mode. Here’s a quick story about a human named Zapas Idilkiros.

Zapas looked down into the darkness. The distance to the bottom couldn’t be very much, as he could clearly see the bottom despite the darkness. He should be fine with such a drop.

Several hours later, as Zapas regained conciousness he conducted a quick self-diagnosis. His left leg’s bone was shattered, his right arm’s bone was shattered and, oddly enough, his right ear was also badly mangled. He couldn’t stand up, or hold anything with his right hand. Lying still Zapas looked around him, as far as he could see in the darkness. It was not a pleasing sight.

All around him Zapas could see corpses, human, elf and goblin. To his left he could also see a set of stairs, leading up to the platform he had jumped off. Zapas hit his head onto the ground in shame.

Realising he couldn’t stay where he was, Zapas quickly began crawling around the catacombs. Soon enough he found himself in a hallway littered with abandoned equipment. Armor, weapons, even pouches filled with money. Despite the grave injuries he had sustained the trip would soon prove itself beneficial.

Crawling onwards in his new armor, carrying his weight’s worth in money, Zapas soon heard something behind him.

“WHO DARES ENTER MY HOUSE? I CURSE YOU!”

Zapas soon got the feeling this would end up being the worst day of his life. He could already hear the corpses he had seen shuffling around in the catacombs. As he turned to face the mummy charging towards him, Zapas also realised, that he would never live to rue entering these catacombs.

Several strokes later Zapas was no more.

Landmine Crusade has a website!

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Published on: February 5, 2012

Guess what. For the last few days I’ve been working on Landmine Crusade. It was about time, the last edit to the source was from 1,5 months ago.

First thing I did was fixing the bug that had dispirited me back then. I had made a great combat AI for the NPCs but it had a single, big flaw. After killing an enemy (there were two teams fighting against each other) they froze. They just stood there, doing nothing.

And a few days ago I fixed the bug. I fixed it with a single line of code.

If enemy2\status=”Dead” then enemy\target=0.

Yeah. That’s it.

Well, more bugs followed. If two NPC:s were firing at the same enemy at the same time, the one who didn’t do the killing shot froze. Also, the enemies couldn’t notice the player character. I could just walk through them. But I fixed those bugs. I slapped them like flies.

Crudelis Diabolus, my magnificent second-in-command, made a website for Landmine Crusade. From now on I’ll add all sorts of stuff related to the game there (screenshots, videos, wallpapers), but the dev log stays on this blog.

I also made a new logo for the game:

LMC Logo
Like it?

The font is Regata by Faktor-I.

Expect a beta, or at least a video soon. Not in Valve Time.

EDIT: Oh right, almost forgot: we’re now on IndieDB.

A Lesson in Chemistry

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Published on: January 22, 2012

Time for another minigame with a weird theme. This one is called A Lesson in Chemistry. It’s sort of a sequel to ALiPhysics. That means I drew the graphics during a chemistry lesson. See, I do stuff like this when I should be studying.

Well, anyway, download it here:
A Lesson in Chemistry (27)
And let me know what you think. Don’t raise your expectations too high, this is nothing big and epic. But I already managed to get a couple of people addicted to it.

This time with less teeth but more tongues.
This time with less teeth but more tongues.

This time the awesome single-track soundtrack was made by Dash Zanger.

The Landmine Crusade beta I’ve been promising (can that verb be used like that?) for a long time now might also appear soon. I have an exam week soon, so after that then. I’ll write another blog post before that with some new screenshots and concept art.

Well, good night, ladies and gentlemen.

New Year and Nazi Roaches

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Published on: December 31, 2011

So. It’s New Year’s Eve. And I thought that I should write a post, because everyone seems to write something on this day.

The subject of this post? Nope, not Landmine Crusade. I promised an open beta a while ago but I sort of have a writer’s block (game dev’s block?). But it will appear eventually. Soon.

But something new (well, actually quite old) gets released now. Let me tell you a story.

Once upon a time there was an internet forum (it still exists). The glorious old leader (actually a member of a quadrumvirate) of the forum was called the Guardian. He told the younger members stories about his battles against his arch enemies, the evil Nazi Roaches.

Then, one day, me and my friend (that Snowie guy) decided to make a game telling the epic story of Guardian’s journey with a goal of rescuing the kidnapped Snowie from the Nazi Roaches. My self-character would have been a guide during the tutorial levels.

Boxing gloves. Yes.
Boxing gloves. Yes.

We never finished the game because my hard drive died and I lost the source code (always remember to backup, kids!). Snowie had an unfinished test version (because he made the awesome graphics) which had a single level, four different enemies and a short soundtrack by Dash Zanger (also some midi things by Snowie). And now we finally release it. Here it is: Guardian vs The Nazi Roaches (38)

It is a sidescrolling fighting game with infinite masses of enemies and stuff like that. Use z to jump, x to attack, arrow keys to move and space to fire your lazor when it has charged. There is no goal, so high scores are pretty much the only reason to call it a game.

But wait, that is not all! Later we decided to make another game (which was also never finished…dunno why, I still have the source). This time it had a better story, because it was based on a text rpg we played on the forum (nowadays its more like a novel with thirty authors. It still has nazi roaches in it). Also, it was a strategy game with three lanes. The players could recruit soldiers and heroes to each lane and they would fight against each other. Now that I think about it it’s pretty much a very simplified MOBA. Get it here: The strategy game thing (34)

I don’t remember the controls (they are something pretty obscure) and two players are needed. Not that either of them could actually win, since there are no bases to destroy. If I remember correctly there was a single hero who could be summoned on the top lane by player 1, but he has no special attacks or anything.

The main menu music was made by Manfred.

Well, that’s all for today. Happy New Year to everyone!

Hey! Listen!

Comments: 2 Comments
Published on: December 18, 2011

How are you, ladies and gentlemen? Merry almost-Christmas.

This time I finally took part in Ludum Dare game making competition. My game is called Ego Sum, after a long-dead project. I can’t remember why it died, though. Anyway, you can find the game here.

My ego is big.
My ego is big.

The game tells the story of a small, pixelated thing that floats in space. The small, pixelated thing wants to be alone (“alone” is the theme of Ludum Dare 22). But then its peace gets interrupted by mysterious monsters with red faces. The little hero must then defeat the monsters by luring them together (I have no idea why, I just made it that way).

Again, the download link is here. Feedback is very, very welcome.

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