Posts Tagged ‘shoot ‘em up’

Sort of started Project 3

Monday, June 22nd, 2009

The “concept” for the as yet unchristened Project 3 revolves around my never having written an arena shooter; since it’s almost a rite of passage for every indie developer these days i’d better get one done before they revoke my union card or something!

What, you want more detail? Give me a chance, i haven’t even settled on a language to write it with yet!

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!