Archive for the ‘Project 2.5’ Category

Quantizer – postmortem

Monday, July 13th, 2009

Y’know, there was something nagging me… and this is it! i meant to produce a quick postmortem for every completed Illogistix product but didn’t get around to it with Quantizer. So here it is, just a quick couple of paragraphs of what passes for thought.

What went right?
Since the objective with Quantizer was to write a simple, fun shoot ‘em up with an online scoring system to see how busy these things can get, generally speaking the entire project went pretty much as i’d planned; it could probably have been more popular (at the time of writing, the online scores appear to have “stalled” at 198 plays) but for the short term at least a few players have enjoyed it and some of the scores Fossil has dragged out of the thing have been rather impressive.

What went wrong?
Nothing actually went wrong as such, although the overall design could probably have been something deeper or at the least allow for more variety. A few people at the Shmups.com forums complained that the scoring was “broken” although it was a deliberate design choice on my part, mainly because it amused me to think of people trying to avoid actually killing about a third of the nasties in order to milk them for score!

What was learnt along the way?
Well, along with some odds and sods of online score programming (or more accurately, honing what already existed in a very rough form until it worked correctly), i did learn quite a bit of useful information about shoot ‘em ups from Fossil, in particular about drawing order of objects and so forth. There’s also the issue of the multiplier and scoring system, that needs a lot more future investigation i think…

Final thoughts
All told i’m still rather pleased with Quantizer, it might be a very simple project but the result worked out pretty well all things considered.

Over a hundred plays

Sunday, June 7th, 2009

Woohoo, not only has Emperor Fossil scored nearly fifteen million (reaching level 9) on Quantizer but we’ve cleared the hundred uploaded highscores milestone and are nearly at the hundred and fifty mark! Okay, so that doesn’t sound like a massive number but this is a relatively simple game and i removed the default highscores from the table a few days ago too.

i haven’t had time recently to consider the next project (or even which language or development environment it’ll be in) though… work deadlines have been arriving like buses!

Quantizer released!

Saturday, May 30th, 2009

It took a little more work than expected, but Quantizer is complete and released! Version 1.00 is available for download, the online highscores have been reset and there’s a page for it on the website now… all in all, a busy evening for me.

i’d like to thank the Oldschool Gaming bunnies and in particular Fossil and Andy for giving more feedback than i’m actually used to getting, as well as James at RGCD, Leon, Matty and the other test pilots who went above and beyond the call of duty whilst attempting to break my code!

Quantizer final beta!

Thursday, May 28th, 2009

Yes indeedy, after a little play testing, bug repair work and a little tidying up on the presentation front i reckon that Quantizer is actually ready for release…! The “official” date is going to be this coming Saturday, at which point it’ll be available to download and the highscore table will be reset to defaults because a few of the playtesters have thoroughly abused that chain break bug to crank their scores up!

Bug, bug, buggity bug

Wednesday, May 27th, 2009

There’s a bug.. two in fact, one in the server side part of the highscore management code (which was kludged, then broke again when i tried to improve it and finally works correctly now) and the other in the game itself that doesn’t reset the chain counter when the player dies (due to an assumption i made when dealing with killing the player’s craft). Both are repaired, although only i’m playing with the corrected game code right now. Depending on the feedback the beta testers give me, that should pretty much make this the final version of the code… unless someone manages to thrash the server.

The huge irony of course is that it was me who found the things after passing the beta out for testing!