torsdag 25 november 2010

DAGE 0.5.1 and more

Okay, so it´s been awhile and I felt there was time for an update.

So, Pauli blesses us with another fine release of his 3D Adventure game engine DAGE, numbered 0.5.1. As the .1 denotes, it´s a minor release, meaning not much in new features, but more significantly all the features of 0.4.8 are now supported again! Good job, Pauli. As always, the latest release can be found in the right column of this blog, or you can go directly here.

"I Was a Las Vegas Showgirl" - by Ali

As a double feature in this blog update, the first game using the DAGE adventure game engine has been released. It´s called "I was a Vegas showgirl", and was made entirely by Alasdair Beckett (of Nelly Cootalot fame, if you´re a part of the AGS adventure game scene) . Pauli is also working on updating the game for the 0.5.1 engine (can we hope for a speed improvement?)

More info, and a download link can be found if you click here.

Hasta pronto, amigos!

lördag 13 november 2010

Selfportrait

onsdag 3 november 2010

MyPaint 0.0.9 official!

Yesterday arrived the official release of MyPaint 0.0.9, and even with some small suggestions from me implemented. I´m honored, and just show the responsiveness of the development team=)

Here are some highlights:

  • Import/export of brushsets
  • Show/Hide of subwindows with shortkeys, and even a key yo make the menu appear at the cursor
  • Saving and editing of brushes is now all done in a dedicated brush editor
  • Memory optimizations in startup and saving of files
  • Brushsets have been streamlined to contain a maximum of 35 brushes
Thanks to all developers for another stupendous release, and to many more. Go to the MyPaint website to download the appropriate package for your OS, and read a more extensive changelog!

Hasta Pronto!

söndag 31 oktober 2010

Delays for personal reasons

I´ve had personal issues the last couple of days that have had me re-evaluate where my life is going at the moment, if it´s going anywhere that is. I´ve been very depressed for reasons I don´t care to diverge. In any case, I will push back my schedule a week, to give myself some space. I know that being creative is what keeps me going, but first there are things I need to sort out, until then

hasta pronto.

tisdag 26 oktober 2010

AGS (Adventure Game Studio) open-sourced!

Well, that´s kind of a half truth, but anyway - it´s always better to see the glass half full, right?=)

After some heated discussion on the AGS-forum, Chris has decided to open up the editor-code for now, and depending on how that works, he might release the rest of the engine code as well (here´s hoping=) In any case, this is an awesome opportunity to make improvements to the editor interface, or extend it further than possible with the current limited plugin API. Chris will still control the official releases, but is looking forward to recieving some wellneeded assistance with bugfixes and cool features, with potential inclusion into the main branch.
A picture says more than a thousand words=)

Here´s the link to the AGS forum topic:

Kewl beans! I will follow this development with great anticipation!

Hasta pronto!

That´s it damnit!

I´m tired of working for other people. so I´ve better get started. Instead of being the usual perfectionist, I decided to just scribble something down on canvas and I´m quite pleased with having actually started, even though it looks like crap=P What´s significant is that this is actually the first design work done for the game. No matter how crude, it still conveys pretty well some basic ideas that will be brought into the final version.


This will be the first scene. It´s actually a scroller, so we will start looking at the sky, birds flying around and landing on the rooftop, down to the name of the school and then to this frame (As the down arrow implies). The trees and bushes in the foreground I hope to make a parallaxed layer, but it depends on how much time I can afford myself.

So there you have it. Laugh all you want at the WIP crappiness - I´m the only one who can see the final product in my mind, and I assure you it will look pretty neat=)

Full, weekly, craptastic update on sunday, remember!;) Until then,

Hasta pronto!

torsdag 21 oktober 2010

Would I like to go commercial with my adventure game?

Maybe a peculiar question to ask oneself when I haven´t even got anything to show yet, but it´s still a question every game developer has to consider. And on a blog dealing with game developing it´s indeed very relevant, even if purely from a philosophical perspective.

Short answer, I would say at some point yes - being able to make a living from making games is an old dream of mine. The important question here is do I think I have what it takes to make people want to buy my games? I think yes. I can draw, and I know I can write an entertaining game. But I would give myself a year or so before I take that step.

With that said, I´ve made the decision to take a slightly different path than originally concieved. I was browsing through Dave Gilberts Twitter-page the other day hoping for some inspiration, and he tipped me of a blog that contained the article "15 tips for finishing a game", which was a great read, btw (added to the links). Anyway, I´m postponing "Positronic puppets", and will instead start with a game with a smaller scope.

I will set a clear limit for how big the game can be, and schedule "Milestones", giving myself some reasonable deadlines for achieving them. But most importantly - keep it simple stupid!

No unnecessary animation, simple perspective backgrounds, plan and execute the core of the game first, and then add extra gameplay and eyecandy as time and inspiration allows. This way, I know I will get started, and it will be the perfect way to develop an artistic style, and get into the game engine (I´m still not sure whether to go with AGS or Wintermute).I will be posting weekly updates on my progress every sunday, starting oct 31st.


So, to start things off, here are the restrictions I will work with - no more than:
  • 640x400 (best compromise between 4:3 and widescreen)
  • 10 backgrounds
  • 5 main characters with animating portraits
  • 5 cutscene animations
  • 1 fourway walkcycle
That should give an hour or so of gameplay.

The milestones are as follows:
  • Now - decide on main plot and milestones check
  • 1st week - decide on background layouts and rough sketches.
  • 2nd week - have a clear artistic vision for unified game design, with character concept sketches
  • 3rd week - have a rough script finished, with main storyline and puzzles. Title for the game.
  • 4th week - backgrounds lineart cleaned up, and initial work on character portraits. Announce in AGS WIP-forum.
  • 5th week - rough character walkcycle. Begin incorporating into game engine
  • 6th week - GUI mockup, go scream help on AGS forum to get help realising it=P
  • 8th week - backgrounds finished
  • 10th week- character portraits for dialogue finished
  • 11th week- character walking animation finished
  • 12th week- rough cutscene animation, begin coding dialogue and interaction
  • 13th week- finish up cutscene animation, release short demo and ask for help with music/beta testers
  • 20th week- release final version and relax
  • 52nd week-release commercial deluxeversion with extended gameplay and voiceovers;)
Well, that´s roughly 5 months of work and clearly doable, I think=P In other words I should have a demo up end of january/beginning of february. As you can see, I´ve gone for the philosophy of spending about 60% on the first 90%, and 40% on the last 10%, finetuning, not rushing the final product until I´m satisfied. Now - to the drawing table!

Hasta pronto!