Another lunch time wasted?

Spent a bit more time on the game at lunch time, it's moving towards where I want:

I've switched the orientation of the screen since it gives me more real-estate for text messages. At the bottom you're going to get your stats read out (as shown) and on the right some spells/actions that you can take to get you past certain monsters/encounters.

You can currently move round the dungeon ignoring the monsters. The messages are just test data but it shows how the thing is going to look and of course gives me a chance to try out the display on the phone. I'm wondering whether it might be more sensible to move the messages and UI to the top so you can see it on the phone while you tap away at the dungeon... infact that just makes sense. on more change then :)

On the road again... da da deee... da da dooo....

Well, life has been a bit interesting for the last 8 months. I've been up and down all over the place. This last week I'm finally feeling back enough to start on... yes... a new game....

It looks like and feels like an old idea I had that I never completed. Reading around I see tiny crawl has done something pretty similar which I'm using for inspiration.. so far just a prototype.

It's using that bit of code I built to abstract between applets in Java2D and Android. The API looks like a very very light slick but allows me to test the game before putting it on the handset without any of the emulator nonsense.

More updates as it goes ahead in my now limited time.

Progress Report #1232

At work I have to provide a progress report. It details what I've achieved and what I'm going to do. Seems to help keep me moving (I dread the idea of filing a progress report that says this week I've mostly achieved nothing) so I thought I'd try it here.

All past game attempts are currently on the cutting room floor. I need to make some cash so I'm gonna try my hand at money making games for a bit. Current plan includes and is probably ordered in priority:

  • Finish reviewing 4K games for the contest. These need to be done by next week and I'm only about a third of the way through.
  • Do the Slick bug run. I know I know, there are lots of bugs outstanding and I will be getting to them ASAP.
  • Start porting some of my mobile creations to Flash with a view to selling them on. Hopefully this will be reasonably easy using Flex and FlashDevelop
  • Facebook games, I have a few ideas here and I think I'd like to give them a go. It seems like a place you can make an impact pretty quickly if you get it right and looking around some other indies I can see some extensions to existing ideas that might fit the facebook platform pretty well.
  • Finally the circle art game. I have this art farty idea about a game with circles. Thats about all I have but there will be lots of circles. Possibly in different colours. I'm sure it's going to be great :)

Lack of Time = Lack of Progress?

Due to work and random life events (read emotional turmoil!) the past week hasn't really had much in the way of development time for my home projects. I'm still not working on what I should be working on, the space trading game is just too appealing.

The couple of hours I did get the space trader has a new important feature for a trading game... you can trade!

Status and Navigation Screen

Some more progress today (lunch) and tonight. The status screen is now updated to include a customizeable avatar (built out of pieces) on the status screen:

Mostly today I've worked on the navigation screen which is you'll be travelling the galaxy. It looks like this:

I think it's just on the brink of being too complicated. Using the LCARS GUI system is nice though, it seems really obvious where things should fit together.

New Game, New Fun, Space - the Final Frontier

The RPG has lost momentum, it's too complicated and I just can't get it right. I'm spending so much time on other things (yesterday Slick til 2am, tonight XMLVM til 11) it's just not going anywhere.

So, I have of course started a new game. It's not much yet but hopefully should be much more simple to develop since I'm basing it on an couple of existing games. Strangely, the new one is space based, not something I ususally go for. It's definitely trading related but I'm not sure really what makes it any different to past games - probably not very much. Still, for your viewing pleasure. A quick in game screen shot showing, well, some text:

And something else I'm playing with, since there will mostly like be lots of crew members to recruit I'm going to need pictures of them.. so a quick avatar building tool with some random resources found online. Yay!

Are you noticing a theme yet? Yes, I'm a big fan.

Fingers crossed this one will get past the prototype to see if it's fun stage!

Android Resolutions and Games

Well, Android 2.0 is here and along with a bunch of other interesting bits and pieces it brings us multiple resolutions - previously all devices were expected to be the 320x480 resolution (G1, G2, Hero, Pulse etc). However, in the new 2.0 we have the 240x320 (HTC Tattoo) and the 480x800 (Motorola Droid). These resolutions seem great for UIs where the controls generally had plenty of space already. However, they may cause problems for games (as they did with J2ME).

First, we now have to cope with multiple resolutions. While this isn't a big problem it does mean for high quality output you need to create assets for the different variants. This can be time consuming and hence costly. The alternative is to change the game layout based on the resolution (more on this in a moment). The SDK has given us some new tools to manage different sets of drawables for different screen dimensions (which is a step better than J2ME) but this really is an overhead we didn't need in small indie game development. The interesting news is that games written for the standard resoltion are apparantly running and being scaled on the new Droid handset. This is a welcome feature (if it is indeed true) but scaled sprites don't often look great.

So, onto the next alternative, and the important one to me. I'm writing an RPG, it's dungeon based, you might have seen it spammed over everywhere I can get to. The nicest way to adapt to the higher screen resolution would be show more of the dungeon. The game requires you to touch the tiles of the dungeon to have you characters move round. This is similar to many Android games, i.e. you have to touch reasonably small areas on the screen. However, if the resolution grows but the physical screen size doesn't (or not by much) then these touched areas are going to get physically smaller. Unless your fingers are scalable, this is going to be a problem.

So.. what to do? Increase the detail on sprites for the bigger resoltions? Hope the for the best and just let it scale. I sorta wonder if this has really been thought out? The net problem seems to be:

If resolution gets higher, but physical screen size stays the same then the trigger area on the screen will get smaller - and your fingers won't.

EDIT: As a friend points out, another issue with these varying screen sizes is that they're all different aspect ratios. This will make auto-scaling pretty wierd looking. Thin tall dwarfs anyone?

Yore Map

Been working on a some random stuff tonight, not what I should have been working on really.. but a nice bit of relaxation. Yore is going to have an overall story line that leads the player through a non-linear list of quests, hence it'll need an overworld map. Here it is:

Normally I hell of a time generating anything that looks reasonable as a land mass. All the tools I've found in the past have been either too complicated or a pain to work with. This time, after searching again, I ran into the Greenfish Relief Map Generator. It's really a great simple tool and after a bit of GIMP editing I got basically what I was looking for.

WIP: Yore Quest

This is a little turn based RPG/Adventure I'm working on for Android eventually. It also runs as an Applet. At the moment there's just a bit of combat and some small scripted pieces. I've been trying to write this game for about 4 months now and this is the 5th iteration. Not sure if it's any better or worse but this is the first time it's felt slightly playable.

For this interation there's a little level designer and some XML based scripting. I'm hoping I can build the scripting into something that I can tell a nice fantasy story with. As you can tell I'm not entirely sure where I'm going but so far it's been good fun getting here.

The game is playable online as an Applet

It's also available for Android handsets (only support for 320x480 res).

I'm aware of a couple of bugs and expect a bunch of typos. However, I'd really appreciate knowing it works on various browser and/or handsets. Also ideas on how to extend and improve it. Currently the turns feel a little broken up and it's easy to get your characters in situation where they're getting pounding with no support.

Of course, any feedback is appreciated,

More evolution attempts

A couple more variants..



If you use just rectangles, it doesn't work out well


Mixing ellipses, rectangles and polygons gives the best results yet at only 500k generations.

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