Archive for the 'xoldiers' Category

PC Gamer UK: February

Xoldiers was on this month’s PC Gamer coverdisk! And that’s not all – this was in the magazine!

Hi, I’m a game developer!

They got in touch about this a month or so ago very soon before the deadline, so I had to rush my answers a bit and they ended up a bit long winded and chaotic as a result. Thankfully they edited out most of the rambling bits though, heh. (although I guess it was at the cost of some coherency; I mentioned Deus Ex and Silent Hill 2 separately from FFVII)

I noticed they went with a screenshot of We Love Mind Control Rocket instead of, say, Self Destruct! Which is kinda cool! I wonder if that was just a visual composition thing or if someone at the PC Gamer office has played it? I’ve thought quite a bit about returning to that game concept…

(Anyway, needless to say I’m pretty chuffed about all this, heh.) 😀

(This seems as good a place as any to mention: I turned 25 last week. 🙁 )

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Xoldiers on Bytejacker!

Xoldier’s is on today’s Free Indie Rapid Fire episode of Bytejacker along with Edit Mode’s Lightmare and JW’s 10,800 Zombies!

The show recently had a change of format, which basically means that instead of the Free Indie of the week thing they used to do, they just select three games and have viewers vote for their favourite on Thursday’s episode. I’ve got my fingers crossed for Thursday, but it’s cool to see it mentioned in any case! 🙂

Incidentally, Bytejacker has been really good recently – last week they had a roundtable interview with three designers from the AGS scene which is well worth checking out. I kinda wish the show would do more of this sorta thing (like the demake roundup) – I think it’s at its best when it focuses on the indie stuff. (but then, I guess I’m sorta biased 😀 )

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Peace is hell

‘case you missed it in the post below, Xoldiers was updated with a level editor and an online database of levels accessible from the game! You will fight for us! Download the new version! That’s an order!

Since the jam I’ve been meaning to catch up on all the little things I’ve been working on lately, but I never seem to have the time to do it properly – so I’m just going to quickly summarise everything:

Buster Drake:
A little while ago I updated the flash prototype with the new version of Buster Drake that I worked on at the jam. Gameplay wise there isn’t any difference; but on a technical level it’s a huge improvement. The original prototype was written in AS2 using a trial version of the Flash IDE – this version is written in AS3 using the free FLEX compiler and the FlashDevelop IDE. Aside from the fact that I’m now using free tools, I’m also approaching flash in a totally different way – I don’t have to think of things in terms of MovieClips and whatever any more – and now that I’ve gotten my head around it, I think I’m more or less at a level where I can do anything in flash that I might want to do in C++, speed concerns aside! Well, hopefully, anyway.

As for the project itself, Buster Drake is maybe bigger than I’d expected. Even the smaller, scaled back version that I’m working on now is probably going to take maybe a week or two to put together – so I’m putting it on hold for a little while to focus on other things. Specifically:

New Strategy Game:
So without giving too much away, there’s this little game that I’ve had in mind for ages and ages and ages – since the qb minigames days, actually! It’s basically a turn based territory control game that I like because it has a really interesting “capture” mechanic, but I’ve never really tried to make it seriously because that’s really all there is to it, and I’ve always felt like there was something missing. Just recently I had a jolt of inspiration that makes the game work, so I’m going to give it a shot and see how it works out 🙂 And I’m going to use flash! More details soon…

Commonplace Book Competition:
Aside from the B-Games contest last year, I’ve entered every game-making contest on TIGSource so far, and I like this theme a lot so I’d love to make a game for it. I was originally going to collaborate with another guy on something small, but unfortunately our “schedules” clashed and that doesn’t look like it’s going to go ahead anymore. I have something else in mind though. Something a little… different. A little darker than the stuff I normally make.

The deadline’s next Thursday though, so I’m not entirely sure if I’ll be entering or not just yet.

Untitled Tower Game:
This is the main project I worked on at TIGJam – here’s the mockup that Dock put together!


Dock and Corpus were working on a simple platformer on rails about falling, and I had this tower platformer engine [EDIT: Inspired by Nebulus, obv] from the previous night’s 3 hour “pick a game idea out of a hat” jam (I got “Trees”), so we decided to combine the two! We don’t really have anything playable just yet, but this is going to be my main focus for the next couple of days, so I hope it won’t be long before we do! The basic engine is all in place now bar one little silly thing, so we’re at the stage of adding gameplay elements.

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X O L D I E R S

Time for something a little more serious!

Xoldiers is a short level based shooter by me and Cactus. The X stands for explosions*! (*no it doesn’t)

[Edit] We’ve updated the game! The new version includes a level editor, and, get this, an online level database accessible inside the game! Our simple approach comes with an upload limit so only small/medium size levels can be uploaded, but still, neat, huh? 🙂 This version also includes in-game highscores, as well as some minor bug fixes.

Check it out here:

[Download | Highscore table]

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