That went well

Over the last few months I’ve been putting every spare night I could manage into developing the client for the AGS Awards ceremony 2015. Being that all these chunks of dev time didn’t add up to that many, it took me a fair few missed deadlines to complete the client, but this week I finally went from alpha to RC, and about five minutes after that we held the ceremony. There were quite a few features I had in mind but no time for, and even some that the older client had that I didn’t get around to, but the ceremony itself went very well, especially considering the political strife surrounding the awards this year. There is a recording of the event here, incidentally made by one of the award winners.

So now that I’ve been so diligently working in my spare time, I’m hoping some of that motivational momentum can continue at least until I release my next game. I apologise for being a bad blogger. Truth is that I don’t like to talk about my games very much while I’m making them, but since I brought it up I’ll say one word: Space. I think I might call it ████████ ███, but that might be only a working title.

In terms of blog content, I have also been working on a post about Star Wars (the late Star Wars?), but I don’t want to post it until I have the correct imagery to describe how much of a hack Abrams is. Maybe a black hole that sucks in the best franchises and spews out nothing but half-digested action films? No. Maybe a drunk who is mistaken for an editor because he fell asleep on wet newspaper.

Hot Pink Midnight Box

Being the tale of conceptionising a game, possibly centred around such things as robots and illicit affairs, to be found here.

Postcards from the Commonwealth

Well, not long after the mission in my previous post, I finished the main story. I’ll formulate my thoughts and provide a review at some point, but until then I’ll put some more work in scrounging for X-01 armour and adhesive in the Commonwealth.

To get back to our topic: Proctor Pangaea of Indie-games had an interesting idea with Postcards from the Wasteland [now offline], and I felt it was good enough to rip off:


I’m playing: Fallout 4 – Glorious Battle

I’m milling about Sanctuary, counting companions, because I’ve misplaced Piper. Somewhere from the white noise of the settlers’ babbling, the information that The Castle is being attacked percolates onto my screen as a note. I’m lucky to notice this because, like too many notes of the same kind, it’s only there for three seconds and then lost forever.

The bell has gathered the residents of Sanctuary into such an impressive gathering that I feel a little guilty for having nothing important to say. I’ve simply mislaid my lover again. I’m in no mood to hear Paladin Danse having a boner every time I do an impact landing, so Strong and I sprint over to the Red Rocket, where I store my power armour. All I’m missing now to have a complete set of X-01 armour is a right leg, and I’d never used it before. So while it was risking overkill, this seemed like a good opportunity to test it. I get into the X-01. “Human look like robot,” Strong ruminates. It’s satisfying turning on the eye lights.


I’m playing: Fallout 4 – Vanity Building

So I ran out of space for my power armour at Red Rocket, and decided to do a little vanity building, like I’ve seen on the internet.

Now I’m out of steel.

Rockstar just sold me their last game

I’ve been a fan of grand theft auto for a long time. I played all the previous iterations until I had squeezed every bit of satisfaction from it. The only reason I ever owned any modern console was because GTA was released there first. Yes, I’ll drive a Vigero just for the way it looks, and drive a Comet smashed beyond recognition as long as it can still turn in at least one direction.

GTAV improved on IV in pretty much every way, except the story is half the length it should be. This was done so that people will grind out the second half of the story in GTA Online. I don’t know what the second half of the story is about, but I’m fairly certain it has something to do with waiting for other players to connect.


I’m Playing: UFO Explorer

From the depths of the Unity engine, and the ##Indie-Games IRC channel on FreeNode, comes UFO Explorer, a game of skill, speed, and finesse.

The first release for Double Finger Play Games Studio, UFO Explorer has you navigating extraterrestrial caverns haunted by alien machines in a UFO modified to use rockets as its propulsion. Pressing right will activate the right-side rocket, causing you to go left, the opposite is true when pressing left. This inverted control scheme is the first level of difficulty to UFO Explorer, but I was surprised how quickly one adapts to it. (more…)

Debian build for The Abtyon Case goes live

After some fiddling, and thanks again to the tireless work of the AGS community, I got the debian build up for The Abtyon Case. The linux build performs much better than I expected. I only had to fix one issue in the game before it was functioning roughly as well as the windows version. Even the distance dependant sound works.

The game performs equally well in wine, for anyone whose distro isn’t debian enough.

The Abtyon Case launches!

Okay, last post title to end with an exclamation mark (this week), I promise.

I just uploaded my game, and let the channel and AGS forums know. All I have to do now is sit back and wait for the awards to start rolling in. But seriously, this is my first game. I doubt I’ll be seeing it on GOG any time soon, but I hope you enjoy it none the less.

Tech Troupe lives!

Site’s live, thanks largely to wordpress and CSS. This is a temporary version of the site until the in-house version has gone through some more testing.

So, who are we? What do we do? The “We” is just “I” at the moment, and I’m getting close to completion of a medium-length adventure game made in AGS, which was to be a 3-week game jam-type exercise, but ended up taking me more than a year to complete. It’s called Tales From the Eureka Cluster : The Abtyon Case, and it should launch in a few days.

After that, I’m planning to spend a little time developing the initial version of a desktop app, which all kinds of creative people will hopefully find very useful. After that, we’ll see. I have a killer idea for a story, that could probably work as a novel, and I’d also like to make a few smaller AGS games with the talented members of the AGS community (or anyone else that’s interested).

I still got some more QA to do, so until launch, consider having a look at the ##Indie-Games channel on freenode.

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