Catching up

Posted in chatchat

Ran into some server code problems. Cat chat room is almost complete, though – I’m not in Cambridge right now, but will finish this up when I get back next week.

At CB2 the other day, I asked Dock if he was up for making some nice graphics for this! He was 🙂

Meow meow meow meow meow meow meow meow meow meow meow

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Catastrophe

Posted in chatchat

A quick update on this cat game, then. This is one of the five “smaller” games I mentioned in my new year’s post. Been working on it a bit this week.

It’s taken me a long time to realise it, but I think the game is fundamentally broken in its current form – and I don’t think there’s any way to make it work without scrapping everything and starting over. I’m not sure why I stuck with it this long, actually – it was never something I was all that excited about. I think I mostly just liked the cat thing.

Anyway, I figure I’ll just put together a quick chat room thing at CB2 tomorrow with the code from this, and move on to something else.

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Another new year’s resolution

Hello everyone! IT IS THE YEAR 2012 NOW.

At the start of last year, I wrote a long post about how things changed for me in 2010. Unbelievably, 2011 went even better. Between the steam sales, the humble indie bundle, and now the recent 3DS launch, VVVVVV continues to reach heights I never imagined possible. I’m incredibly proud of its successes, and incredibly grateful for what that’s meant for me.

Since releasing VVVVVV, I’ve worked on dozens and dozens of games. I don’t know how many exactly – I’ve lost count. A lot of those games didn’t go anywhere, and that’s fine. These past two years have been very creatively valuable for me.

But I’m looking ahead now, and I’ve been thinking a lot recently about the sort of work I want to do in the future. This year, I want to try approaching things differently. This is my new year’s resolution:

This year, I’m not going to start any new projects.

These last two years have left me with a number of very promising, incomplete prototypes, and what I’m going to try doing this year instead is focus on finishing these.

This is huge for me! It means no more entering Ludum Dare, no more Klik of the Months, no more throwaway jam games of any kind. It’s a massive, fundamental change to how I’ve always worked. But I feel very anxious to work on something bigger this year, and I want to challenge myself.

I’ve made a short list of my favourite unfinished prototypes. If you’ve been reading my blog before this, you may have seen me talk about some of these games before – there are three “main” projects on it that are the main things I’m going to focus on, and also a handful of smaller games that I’d like to return to if I happen to have the time.


Nexus City Spinoff

Nexus City is a huge RPG that I’ve been working on on-and-off with Jonas Kyratzes since late 2010. It’s a big, scary project, so last summer, Jonas and I talked about the possibility of making this short side game, as a way to introduce both ourselves and other people to the universe of Nexus City. It’s much smaller than Nexus City itself, and very much it’s own thing.

Jonas wrote an awesome script for the game, but other things came up last summer when meant putting it to one side. I’m planning to finally start work on it very soon, and I’m hoping to have it finished before March.


Nexus City

And then of course, there’s Nexus City itself. I’ve been talking about this game for a very long time, but I’m hoping to finally make it happen this year.


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This relatively recent prototype came completely out of nowhere for me. I’m excited about it because it’s not really like anything else I’ve ever worked on. The nature of this game means that it’s very suited to being chipped away at, and I expect I’ll return to it frequently as inspiration comes and goes.

In addition to those three, there are also a couple of half finished shorter games that I’d like to revisit between projects:

KittyRPG:
I feel pretty attached to this right now, probably because it’s the most recent thing I’ve worked on. It’s a very short, stupid game. It shouldn’t take long to finish up either, so I’m going to stick with it while I still have a bit of momentum on it.
Big Hero:
One of the first things I worked on after finishing VVVVVV, Big Hero is a prototype I keep meaning to come back to.
Isothingy:
In it’s current state, this game is basically finished already. Last summer I had bigger plans for this game, but I’m not sure they’re going to come to pass anymore. In any case, I think it’s something that deserves to be finished properly, in some form.
Annihilation Game:
I worked on this briefly in 2010 – I think I only ever actually posted about it once (under its old working title “Self Destruct 2”), but it’s a game I’ve worked on a fair bit, and continue to think about. I think it has the potential to be a very interesting game, and I’m really itching to make another shooter.
Not At a Distance:
At a Distance was a very challenging project at times, and quite a lot of ideas and content ended up getting cut from the final version. Enough that there’s almost a complete game’s worth of unused ideas still floating around. I’d really like to take some of those ideas and put them together in a playable form, as a short B-Side to At a Distance.

And that’s it. That’s everything.

Of course, like all new year’s resolutions, perhaps this is doomed to fail. I can’t promise I won’t fall off the wagon next time a Klik of the Month rolls around, and maybe it’s no big deal if I do. I’m really optimistic about this year, though. If I can finish even a fraction of these games, I’ll consider it a huge success.

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Chatchat

Posted in chatchat

I spent a little more time working on my old Ludum Dare game over the last couple of days. It’s a pretty silly game, but I’m learning a lot about how to make multiplayer games from it.

I think this is gonna have to wait until the new year for me to finish it up, though – I’m taking a holiday!

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Ludum Dare 22: Day 2, 6:30pm

Ludum Dare is going well! Just ran a server test of my new game on twitter. It’s supposed to be a two player online multiplayer game, but there was a bug where people can keep joining a room and occupying the second cat, causing it to go spastic. Hmm.

I’m very into this idea now, but I suspect it might be a little ambitious for the remaining time. At least I’ve managed to do most of the really hard technical bits now – I might finish it up before Christmas.

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Ludum Dare 22: End of day 1

I ended up spending most of today trying to get a network library working in Flashdevelop. Which didn’t really leave me with enough time to make the game I wanted to make this weekend, so I decided to spend the rest of the evening just trying to make the Player IO networking stuff work well with my framework. Look, there’s a lobby system now!

Now that I have this stuff working so nicely, I’ll have a think about what else I might be able to use it for tomorrow instead.

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