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Art Development General SwiftThought.com news

Hear that? That was Mayjune.. whoosh.

Wooosh... another month gone.

Where does the time go?

Current development progress… in a nutshell… nonexistant.

On the other hand, paying client work… is through the roof, and it’s actually been a good bit of fun.  Lots of high pressure API wrangling, tight deadlines and awesome cool front end WhizBang UI work and some pretty serious SalesForce.com and Convio Luminate integration into a custom data structure.

Good times, and it’ll pay off the new beast of a work PC 🙂

So, Other than that here’s where things stand.

  • Irismel – Still running on TGB.  basic core is getting there.  A little in limbo as I try and tweak the basic mechanic and find out what’s missing
  • Barnyard Bonanza – LibGDX android app.. is really close.  I just need to implement the bonus games and some animation stuff.  However my G2 Fried itself early may… then 4 days after getting a replacement it did the same thing (screen signal breaks.. probably due to that crazy hinge design) Now I’m using a myTouch   that seems to work but I havent gotten it to behave with Eclipse and the dev tools…
  • However as mentioned above, paying work comes first, and it’s been a really good month for it.  I wish I had more time to do more of it.  (maybe.. some possibilities exist)
  • So in the time I do have, I’ve been working through an anatomy course fromhttp://www.alienthink.com/  And it’s reaaaaally good.  and Reeeaaaaally long.. so far I’m at lesson 39..  I’m keeping a gallery of progress here: https://plus.google.com/.
  • Slick2d.com – basic site is up but progress is limited to lunch break sized tweaks.
  • Oh and as you can tell… swiftthought.com is Sloooowly getting a much needed update.  However the move away from comicpress means that every old article needs to be manually updated… *yuk*

That’s it for now.

Fun things are coming in July/August I think.

Categories
Code Development General

Goodbye April!

What a month!

Failing motherboards, hard drives, bad ram.  And an attempt at repairing the ol PC wound up eating most of the month.  Then when it turns out that the fixed PC isn’t stable I went ahead and just said screw it and bought a Dell.   It’s a monster of a system and hopefully My PC woes and troubles are finished for the next 3 years.

Then my phone / development test device died.

Yeah .. great.  Luckily T-Mobile’s warrenty replacement covered it.. and they shipped me a refurb replacement in short order.

It lasted until this Saturday when it died in the middle of sending a text.

In the middle of all that I did manage to get a single week’s worth of productive coding.  The odds got tweaked, the individual reels now run independently so they spin in a more convincing manner and two of the four power-ups are in there and working.

The powerup price increases every time you buy them so that balances them out a bit from overpowering everything.

The new template for the site is now active and It seems ok  I did loose the all the splash images for each of the posts though.. not happy about that.   Maybe I can find a way to get them inserted in their proper posts.

 

Categories
Code design Development

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development..

So not much progress on the game.

  • Money rounding..  yeah.. lots of refactoring code.
  • Moving some more UI elements into groups so they render in the proper order and can be switched on and off.

Anyway here’s another beta.. # 7 now.

http://www.swiftthought.com/temp/BarnyardBonanza007beta.apk

Download Barnyard Bonanza beta #7
Categories
Art Code design Development Post

Barnyard Bonanza – Week End Update

 

Woo good Week!

New Beta 6!

  • Better Odds manager (you can see it by clicking the puzzle piece on the Main Menu)
  • Reworked tons of the Odds and Money manager backside so money should be handled better.
  • Implemented adMob ads 🙂
  • Got a good start on painting the home screen .. then did it again as photoshop crashed. (FML)
  • Made the loading screen handle screen changes and stuff magically.
  • Reels are generated a bit more realistically and auto re-factor every 100 pulls
  • Started getting sound fx implemented .. not working on desktop .. sometimes on android.. :-/

Here’s Some screenshots, a link, and a QR to the apk

Download the latest beta (006) here http://www.swiftthought.com/temp/BarnyardBonanza006beta.apk

Next up:

  • Turning sound on/off :-/
  • Get the Powerup Buying working
  • Maybe a mini game!
Categories
Art Code design Development

Midweek update!

Man are we on a roll this week!

Another beta,  new features behind the scenes..

  • Asset manager implemented
  • Loading screens.
  •  The beginning of the Powerup Shop
  • Better animation
  • Various internal re-shuffling
  • New UI Buttons

Here’s a screenshot and a link and a QR code for the beta

Barnyard Bonanza beta 5 Screenshot

If you have an Android device you can play with the Beta here:

http://www.swiftthought.com/temp/BarnyardBonanza005beta.apk

 

Categories
Art Code Development General

Nother Week, another beta.

Not too much progress this week. Lots of playtesting though.

Some more UI tweaks and special effects and Particles (coin fountain based on amount you win)… however Photoshop crashed and I lost a revision of the UI buttons.. so technically this is a version behind.  But it now oficially detects running out of money.  Also removed a symbol from the lineup which should increase loosness of the game but still the payouts are… way too generous (ie you really have to work at loosing).

New buttons for “Cashing Out” and “powerups” are on-route, along with a Main Menu, Bonus Games and other goodies.

As always.. If you have an android device.. I’d love to hear any feedback.

www.swiftthought.com/temp/BarnyardBonanza004beta.apk

Categories
Code Development Games SwiftThought.com news

Latest Barnyard Bonanza Test Version

[Edit:  Fixed the problem with downloads failing for android 2.2 users  (stoopid mime types an htaccess) ]

Very productive evening.  Fixed the basic timing on reel spin slippage so at the end of every spin things wind up in their proper place.  Lines now generate payouts properly 🙂

Looks like the odds need to be tweaked a bit.. more low paying  hits would be good,

Have an Android device?

Want to test something for me?

http://www.swiftthought.com/temp/BarnyardBonanza002beta.apk

 

Download the latest beta

Next up:

  • Adding bonus calculations (5 in a row with a bonus or more as a wild card kicks off a bonus round)
  • basic sounds
  • Odds tweaking
  • A main menu.. saving and loading games
  • Bonus games.
  • Animating the icons that hit on a spin. and special FX showing winning on a pull.
Categories
Art design Development Games SwiftThought.com news

Android Deviations

Oops, meant to post last week’s Screenshot Saturday.

As pennance here’s 2 screenshots from the in progress Android game, that’s coming along nicely.

(yes Irismel is taking a little development break while I work on some of the mechanics in spreadsheet and paper form. The RTS elements weren’t working right. Now I’m leaning towards something a bit more Tower defensish)

 

Categories
Code design Development Games

ScreenShot Saturday!

Look its an Android application

Barnyard Bonanza

Categories
Development Games Post

Yaay Death and Stuff

So while it’s only 2 new tasks complete, there’s 2 more that are 80% there and others are planned out.

Here’s a recap of new stuff:

  • PCs and monsters now shoot and damage each other with functioning ranged combat!
  • PCs can die!
  • Monsters can die!
  • Monster spawner behavior is 90% there
  • PC equip-able items / attacks are close to being there.
  • New portraits are almost done.. then we’ll have 3 different PCs
  • Project title finally announced:

And Here’s a new Screenshot showing some of the things that you can see:

Categories
Code Development Post

More Progress

Good progress.. A little slow.. but progress nonetheless.

PC icons (as seen below as the Tokens with Wizard faces on them) can now be selected, and told to move to proper spots on the map and assigned a facing location.

Also good progress on the whole monster spawner Behavior.  Still some thinking to be done on how to do some of the details but I must say it’s really nice to be making tangible progress again.

Categories
design Development General Post

Stalls, Inertia and Progress

I’ve followed a ridiculous amount of indie and small developer projects over the last couple years and watched them just peter out and vanish into the ether.  Hell, I’ve started quite a few that have gone the same way.. unfinished paintings, games, websites, etc.  So why does this keep happening?  What can we do about it?

Well.. It seems to be all about preventing Stalls and building Inertia to make manageable Progress.

Stalls

By ‘Stalls’ I mean it literally like a plane..  Sometimes projects get caught up on a glitch, bug or feature that is unexpectedly problematic or simply a massive chore to complete.  Then the motivation to work on it stops being fun and an awful lot like work.  That’s not a problem if it’s your day job, you can button down and just work through it, but for the indie developer who is doing this in their spare time, once development stalls everything else starts looking more and more interesting and exciting. The longer the project remains stalled the stronger the chance is that the project is going to crash and burn.

So here’s a couple thoughts on recovering from when your project seems to be stalling and the enthusiasm is waning that seem to be working for me.

  • in my task list, I keep several parallel development tracks.  So if UI development gets bogged down, I can simply just get it to a basically compiling state and hop over and work on something else in the project, like art assets , AI or path-finding.
  • but sometimes you just get sick of the whole project.   If you’re like me, you keep running across things/tech you want to try and work with, so keep a folder/binder/google doc around where you can jot down ideas for short exploratory exercises however it’s essential that they pertain to some shared functionality with your ongoing project.  So give yourself a day or two to work on it (like making a demo with a new api or skinning a UI library or something) Then force yourself the next day to IMPLEMENT it in your current project.
  • but some times you simply have to force yourself to sit down and bite the bullet.  Schedule some time, get away from distractions and simply sit down then work through it… yeah sounds stupid, but the ‘Schedule some time’ part is what makes this the hardest approach.  Which brings me to the next problem

Inertia

The fact that this isn’t a dayjob for many indies it means that life can sometimes turn the smallest molehil into a mountain, because Everything is a competition for your time, and the rolling rock of your project can’t go uphill very far on its own.  So we need to build up momentum in our project, make it feel like it has got a life of its own or decrease the amount of work it takes to get it rolling again once it comes to a complete stop.  Because, your time is precious and limited (even more so when you start having to work around a family life and maintaining a home) I tend to lean heavily toward the second approach, decrease the amount of effort needed for the next milestone.  I can imagine that the first approach would work well if you have a small team where everyone is all rushing forward together, so when one person stumbles the ball keeps rolling along and lets them catch up after their personal disaster has passed.  However I’m just me by myself so my tips lean toward:

  • Get your project compiling as early as possible.
  • Add basic core gameplay as soon as possible.
  • Build you milestones on that and make them each a standalone ‘functional’ improvement.

Because, sooner or later, something is going to come up and you’ll have to step away from your daily progress for a week or two, like children, broken computers, holidays, family vacations, household chores etc etc.  And when you come back to having time to work on your project you gotta hop back on the ball and be able to easily see where and what to do so you can get to that next ‘hey I’ve made something cool!’ moment and prevent yourself from stalling out.

Progress

Progress is king.  Progress also doesn’t like being kept in the corner. Getting your project to a point where you can shout out about your progress, via tweets to #screenshotsaturday, self serving blog posts like this, friends and family on Facebook, myspace, g+ or whatever is essential. Take pride in your progress. Get used to practicing saying in public that you’re working on something, have made progress and show it off.  Make it real to you and it will be that much harder to drop when the new toy sheen tarnishes and you have to spend a week debugging the text editor.  It seems almost impossible at times and the odds of actually finishing something really are stacked against you but it can be done.  And with great success.  MinMax did it over a period of two years,  CokeAndCode is doing it, RampantCoyote has done it,  all of them with keeping a dayjob, family and real-life’s responsibilities.

I hope to do it too.

[deleted a bunch of excuses for my lack of progress.. lets just chalk it down to life’s little mountains]

 

Categories
Art Code design Development

More UI work and little things

Yesterday was a down right beating and tonight is pretty much just simple recovery.

I got some basic Tool Tips in place for the various pc heroes health bars ,functions to manage and intialize them  and some general cleanup and organization of the whole game and level initialization process.

You know, it is kinda odd how many game tutorials, engine demos, books on programming etc etc that totally ignore the fundamental importance of getting the foundation right.  The basic core logic, update loop, memory management, debugging, maintaining player data integrity and all those un-glorious details even though utterly essential get just a few words here or there.   The best book I’ve found that goes into all those nitty gritty details is this Game Coding Complete,  By Mike McShaffry.. some of the content is out of date ,but oh my god .. it covers all the icky dull essential things that you NEED to know. [edit.. I only have the 1st edition.. he’s now on the 3rd]

Now a Lot of us are using 3rd party engines these days… (‘Im using TGB, Slick and flash mainly) .. and it’s easy to shrug it off thinking that it’s ok to rely on the engine to make the decisions about all the nitty gritty and dull as hell details.. and for the most part you’d be right.  However….  When it breaks, or you push it too far, or you try and do something ‘not according to best practices’  and you’re lucky enough to have access to the source (thanks GarageGames and Coke&Code!) you can understand HOW it works and how you want it to work and arrive at a functional compromise.

Anyway I’m straying from the topic at hand and I’m still trying to formulate the whole ‘Why you should build your own engine and never use it’, blog post.

So consider that a preview of sorts.

Oh yeah and I knocked out another GUI mockup.

Categories
Art design Post

Third Time tis the Charm

Ok, needed a bit of a fresh mental break from typing and numbers for a day or two so I started the beginning of the large pile of character protraits that I’ll need to make (somewhere between 10 – 50)   That’s the joy of doing things as an indie developer.. I can put on whatever hat I want to today.  Granted at some point I’ll have to put on the businessperson hat and then it’ll not be so much of a joy.. and when time comes to put on that 400lb steel and barbed wire hat labelled accounting I’m sure it will be no fun at all.  But today… today I’m wearing a paint spattered cartoony beret.

Oh and I also got a large chunk of the UI implemented.

Looks a lot like yesterday’s post?  Well it should.. except this one works and lets you scroll the map etc etc.

 

Categories
Art Code design Development

Daily Progress update.

I know… updates two days in a row??!  What madness..

Manged to get A* following objects to automatically turn and adjust their facing while maintaing their portrait’s orientation.   Also increased the basic map tile size by one so things aren’t as cramped.  The remainder of the evening was spend working on the following Mocup UI:

As you can tell I’m targeting a baseline 1280×768 resolution.  (obviously.. doesn’t everyone count the pixels on every image they see?)  The different thing is that designing for widescreen (6:9 / 6:10) and then making it work in old school 4×5 instead of doing it the other way around, lets you make some design decisions that you usually probably wouldn’t do.   With Widescreen you can essentially forgo the old L shaped UI frame and just settle for a thicker | shaped sidebar.. and still have plenty room left over.

I think we’ll be seeing more and more of this as the old 4×5 proportion fades into obsolescence. ..