Showing posts with label download. Show all posts
Showing posts with label download. Show all posts

Tuesday, 31 May 2022

Demonstarting Demo Steam Next Fest

Brilliant Advertising That Gets Straight To The Point

Steam Next Fest is a thing where desperate indie devs big and small plead with Joe Public to notice their upcoming game and add it to their Wishlist. It runs for a whole week from Monday the 13th of June and Monsters Loot Swag will be there, with a playable demo - that I am still hammering the bugs out of ...

At some point during this Steam Next Fest, I will be streaming on the Monsters Loot Swag Steam Store Page (if I can get it to work - even Valve say it's awkard as hell in their documentation) to demonstrate the game and I dare say ramble incoherently about things ... probably 8pm BST on Tuesday 14th, and again for a late night comfy playthrough at 11pm BST on Thursday 16th.

 The playable demo has the first level available in Single Player, or Online Multiplayer (or LAN for those strange folks who have physical friends in the real world) and now features THREE player Co-Op (4 in the full game) and the new character "Bikaver".

Melee Based Wine Drinking

 Bikaver is a close-range, melee based character. She likes long walks in the rolling hills, eating grey cattle salami, drinking red wine and dealing out blunt force trauma.

Bikaver has a trio of hand-to-hand standard attacks, features high mobility, with high strength for knocking monsters out of the way. Her special attack is a low damage but wide area attack which stuns all enemies, whilst her evasion is the fearsome - and instantanious - Huzzar Charge, propelling herself through multiple ranks of monsters, both stunning and damaging all in her path.

 She also got a character profile redesign because I didn't like the first one.

 Monsters Loot Swag even runs on Valve's new handheld console Steam Deck ... apparently, I mean I don't actually have one.


And here is the first glimpse of Multiplayer Co-Op mode in action - with low audio because I forgot to turn the volume up for recording ... and then I forgot to turn off the video after we both got killed so half of it is a character screen whilst I was chatting on discord.


Plz wishlist Monsters Loot Swag on Steam!

Saturday, 14 December 2013

Airship Dragoon Pay-What-You-Want Sale! Plus V1.3 Update!

Airship Dragoon is on a Pay-What-You-Want Deal over at https://indiegamestand.com from 14th - 17th of December 2013!

Pay over the average and get a bonus map pack giving +50% more battlefields! 10% of money raised goes to the charity "Help For Heroes" which helps in the rehabilitation of physically and mentally wounded ex-service personel.

Also available is Airship Dragoon version 1.3 update! Full changelog is here.
Already bought Airship Dragoon? v1.3 and previous patch can be downloaded here.


Next up for Airship Dragoon will be modding. v1.3 introduces the ability to fully replace all troop and weapon models with custom modded versions and allows the changing of all variables and the creation of unique classes. I've tested it by swapping the models with each other and modding troop attributes such as increasing health and actions. It's not documented yet, as the big modding drive will arrive when map making tools and tutorials are released ... which will hopefully be January 2014.


There's also a video interview with yours' truly ... conducted at 3am my time, as I help walk through someone who has never played Airship Dragoon before ... nor has he read the instructions. Having never wanted to appear naked on the internet I don't have a webcam ... so thankfully I didn't have to look at myself, and thus you don't either!



Watch live video from IndieGameStand on TwitchT
http://www.twitch.tv/indiegamestand/b/486982643

And for anyone not sure if they would say:

You can always try the new Airship Dragoon v1.3 Demo!

And finally here's the long play video I made:


Tuesday, 8 October 2013

Valkyria Chronicles Style Action-Tactics Template For Open Source Torque3D MIT

Valkyria Chronicles style Action-Tactics gametype template for the Open Sourced Torque3D game engine licensed under the MIT license - which means that you can do anything you like with it. I was going to put the word REDUX in the title but didn't have enough space.




This is the REDUXed version of the series of Valkyria Chronilces style action-tactics resources on the GarageGames site I created way back in the distant past when dinosaurs ruled the earth ... or around two and half years ago, before I started work on Airship Dragoon.

Going over that old code revealed some ... odd decisions ... completely unnecessary server and client calls ... and various other things which existed before I had learnt the meaning of best practise. Whilst there have been significant improvements, the Action-Tactics template is still very much derived from that.



And the source code is all here on github.
https://github.com/SteveYorkshire/Torque3D/tree/ActionTactics

However if you just want to play through a precompiled demonstration mission without the source code - the script files are all there so you can still see how it all works - you can download it here.
http://www.yorkshirerifles.com/downloads/ActionTactics_Template.zip ~110MB
It's a zip, so remember to right click and "unblock" due to M$ silly non-informing security measures.

And here is what the whole demonstration mission looks like when played through. Looks best in HD but you already knew that.



Tuesday, 17 September 2013

I Am The One Percent: Airship Dragoon is Released

Today I enter the hallowed corridors of those amateurs, tinkerers, modders and aspirers (aspirers? is that even a word?) who have actually finished and commercially released an indie game. I am the one percent.

After 2 years and 3 months (note to self, we have got to shorten the blinking heck out of development length next time around) of what seems somewhat akin to self-flagellation ... and even more disturbingly - 5 years and one month after deciding to make some sort of indie game - I have finally managed to release my first commercial indie game.



There she blows! A box shot of ... a box which doesn't exist obviously ... because it's a virtual product.

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But you can't have a release ... without a trailer .. so here's one of those ... looks best in HD but you knew that already.




Also, www.yorkshirerifles.com is now a thing.

A retweet of this, would be appreciated.

It's early days on the whole shipping front. I've set up my own site shop with FastSpring (as used by numerous indies including Frozen Synapse's mode7games - and the soon to be released FriendZone American Robot Hand-Egg Simulator ... does that joke ever get old? ... er yes ... :S ).

I am negotiating with Desura at the moment, and once that is sorted out, it's time to mount an assault on Greenlight and spam the gaming press with review copies. Slowly, slowly, catchy monkey - or embarazi as they used to say when I lived abroad.

I have set up an IndieDB for Airship Dragoon, for anyone who may use it.

The whole shipping/e-commerce/desperately seeking attention thing is all a bit new to me ... and like everything else ... in life as well as development ... I'm making it all up as I go along.

Eventually I will get around to doing - what is likely to turn out to be a huge - post mortem of the last 2 years and 3 months of development.

In the meantime, you may want to play Airship Dragoon which of course has a free demo.

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So, amongst all of this, I might actually get around to porting my old Valkyire Chronicles Style Action-Tactics-Hybrid over to the new Torque3D MIT version, and start umming-and-ahhing about which of the various projects whirling around inside my head will be my next game.

Softly softly catchee monkey ...

Monday, 30 May 2011

Dubious Demo 2.1 Released! Vow of Sobriety Ends!

Dubious Demo 2.1 is out! My vow of sobriety is over ... but it's 4am and there's no liquor in the house ... this is what happens when you don't plan ahead ...

... WINNING ... TIGERBLOOD ...
... but enough about Omroth and Frozen Synapse ...

Dubious Demo 2.1 is released! Finally! And considering it was 2 years between my first and second demos, this one has been a mere 6 months.

So, whilst you twiddle your thumbs - perhaps as an Indy Dev waiting for the release of Torque3D 1.1 Final (and the opening up of a new bug forum for it :P ), and if you can pull yourself away from Frozen Synapse for a moment, have a little go on Stevie's new demo.





It's had quite an overhaul, new info sections on the GUIs, an intro system, the start of the Narrative Campaign mode featuring level 1 single player scripted level. This has a checkpoint system for saves in-game (not to an external file, gotta work that out yet) so you'll respawn on death at the last checkpoint, and all static pickup items will also respawn to help you out.

PLOT! Not just the sound of a pig diving into mud ...

It's also got a vague narrative to the action some meaning ... you probably don't need meaning to blow aliens to bits ... but nonetheless it has a world beyond shooting to ground the action. Cue cutscenes! Some are player driven with next/back buttons, some are automated to music, these have countdowns telling you how long you have to wait ... all have skip buttons. Nothing worse than not knowing how long a cutscene is gonna take ... except for not being able to skip it!

And now there are 2 levels to play through on the randomized battle mode, and now you've a proper enemy - "The Thing From Ur-anus" ... hordes of nasty little alien beasties desperate to stick the tentacles where you don't want tentacles sticking ... shudders.



And of course my perchant for jokes ...


There's flares, airstrikes, and loads more "stuff". Catchick gets joined by the East Riding of Yorkshire Constabulary, and 3 types of seriously unfriendly alien menace over 2 different, huge levels, 1 narrative campaign mode and 2 randomized battle modes featuring 6 different gameplay mode/styles.



Anyhow, it's in the same place and has the same name as before - yorks.deta.in , weighs in at 170mb download - just click the picture of CatChick and read the info on installing (best not to install to program files as I've not sorted the UAC out yet).

And if you're really lazy - here's the direct download: http://yorks.deta.in/download/YR_demo2_setup.exe

Many thanks to Admiral Akba... er ... Ronny for the webspace and bandwidth. :)

Anyhow, this demo gives off a much better "feel" of how I want things to be and a general direction that I am aiming for.

And that's enough rambling ...

Here's some action showing the 2 main set-piece areas of the scripted Campaign Mode (level 1). Look at that tracer fly!

Saturday, 14 May 2011

Move Rock - Circumnavigate Rock - Go Off On Tangent

Those pesky rocks eh? We all have our rock ... some of these rocks might even be real rocks ... but for most of us it's a metaphycisal rock ... or at least it's not real anyhow.

Okay ... enough about rocks, real or imaginery.

Game development is a bit like a Japanese RPG - everyone is slightly squashed and absurdly cute ... no wait ... that's not right! There's a lot of GRINDING and leveling up can get to be a real pain in the derriere. Everyone gets burned out after a while, especially when your on an "all hours the Great Magnet sends" routine.


It's even worse if you're making an MMO!

So rather than spend ALL week down the pub or ALL my time reading mildly interesting but mostly inane Wikipedia articles about what someone I've never heard of was rumoured to have done on a particular date in the 17th Century, I decided to have a look at the RTSprotoype information in the stock documentation and see how the camera system and screen-to-terrain input worked - two things which I didn't know anything about.

And from there I decided to build another Tutorial series, detailing how to create a 3rd person, turnbased, squad tactics/action hybrid gametype which follows the gameplay style of "Valkyria Chronicles" ... which I've never actually played, but have watched the whole game streamed. Originally I was thinking of writing a Tutorial for full turnbased tactical game but thought that Valkyira Chronicles" mix of turns and action was quite novel.

The whole tutorial is complete in theGarageGames Resources Section here and also in the T3D Tutorials Section of TDN.

And here's a video of what it looks like:




So, the next time you hear somebody say that :

Torque can only make Tribes style FPS games

Link them with that.


Oh hi, Catchick ... who still doesn't have a real name and maybe will always be known by what a certain Mr.Kiss first refered to her as ...

... so back to getting this demo out ... which I could've finished a month ago if I hadn't been looking for something else to do instead ... cue pub and wikipedia. The demo itself is nearly finished, it's "that close" - but you cannot see me holding my thumb and finger a little way apart to demonstrate, so you'll have to take my word that it's about four inches or ten centimeters in new money. And the demo is going to get finished and then released.

It's been a long time and a shed load of work involving a shed load of assets, but that's kinda what a FPS narrative campaign is about, and because of this I've also been thinking of "procedural content" more. In my GarageGames profile it reads:

One Bloke ... In His Bedroom ... Trying To Make Computer Games ... eventually ...


... Trying To Make Computer Games ... eventually ... was kinda in there as a joke about how long it takes to actually complete anything, but someday I'd like to edit it to read ... Making Computer Games. So to that aim, post next demo release, FPS project is going on the back burner, and an old skool (I hate that phrase!) turnbased, tactics game featuring an entirely procedurally driven campaign system will come to the fore with the intention of shipping before the year is out - in other words, six months. I did previously moot the idea in a previous blog about an X-Com style game idea I had, and my recent "Valkyria Chronicles" style game Tutorial gave a rough proof of concept for the combat/gameplay control system.



It'll still be massive - I just won't have to script every single fart an Ai makes ... but first, finish off Dubious Demo 2.1, cos this time, it's got the start of a Narrative Campaign ..

Monday, 7 February 2011

Drawing, More Drawing, More Ruddy Drawing - also Theora, GUI

The previous few weeks have consisted of drawing, more drawing, and even more drawing, interspaced with faffing, more faffing and even more faffing, around with various ways to get a Theora video, and then not liking the quality and deciding on a GUI replacement instead.

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[gravelly_American_voiceover]
Previously on Steve's rambling dev blogs:
[/ gravelly_American_voiceover]

I might have mentioned something about drawing an intro sequence for the narrative campaign part of my game. All the big games have them ... not that I've played any of those things in aeons, infact the previous weekend consisted of Penny Arcade (which I quite liked - a bit grindy though, shame the series got canned) and X-Com Enemy Unknown (which is X-Com UFO Defense ... not sure why the name change between UK/US but hey ...), a game which I actually had on floppy (no really kids, games used to come on plastic squares ... and before that it was tape!), and which I rebought from Steam ... not having a floppy drive anymore ...

Interestingly to mention or not as the case may be 'cos it's just occured to me ... these games all have animated intros, with the 1994 X-Com being closer to the static comic page style one bloke in his man-cave ended up using.

I'd had the overall idea taking up unnecessary amount of room in my brain fro a few years ... admittedly more in gazzillion dollar production values rather than one guy with a cheap and intermitantly malfunctioning A4 tablet from Win98 days who had completely forgotten how to draw ... and line drawing is somewhat less simple when your tablet isn't the same aspect ratio as your widescreen monitor ... A4 does not perfectly divide by 16:9 ...

I never managed to get the speed of completion down to anything reasonable but proceeded to "bang stuff out" and the line graph of "production" rose as the variable of "give a toss" sank. I ended up having to cut a few sequences/jokes due to not being able to fit them into the constraint of the music I wanted to play over.

The art style is supposed to be fairly fast to produce and easily replicapable - at least the last bit worked :P -, as I want to include the occaisional triggered comic page event in-game - but not too many of them, and most will either be plot or joke related, with the idea that narrative should give the gameplay a background in which to exist rather than just a "Ramirez, take down that X with your Y" ... plus that's why it's called the Narritive Campaign section ...

I also wanted a more naturalistic art style, but something not entirely heading in the opposite direction of my in-game 3D art, and I wanted to avoid the whole Japanese style ... talking of which ... brace for jokes!





In fact I ended up throwing in a pun on japanese comics.





Anyhoo, job done on that, and I set the whole thing to music as originally envisioned, and then converted it to Theora ... which didn't go as well as hoped. The Theora codec had a real hard time of coping with the subtler light/dark contrasts and a lot of the backgrounds ended up looking hazy and with visible moving errors on them. Even maxing out the bitrate didn't clean it up (but it did look better) and came in at around 17mb, my actual image files are 8.5mb ... so I reckon I might as well keep the quality and have them display as a scritped GUI sequence - with a skip button obviously, so the player can get straight to the action.

Whilst venturing around the interwebz on Theora related hunts, I did come across a whole load of Theora stuff including a slideshow creator which is basically what my intro is. It wasn't any use to me in the end but there's the link incase anyone fancies a look, and there's a load more Theora stuff at that site.

With >9000 hours of drawing finally out of the way (or at least, the huge load for the intro bit done, they'll be more of it in much smaller chunks in the future), it's back to actual game deving, and scripting the action for level 1.


In other news, I seem to have fixed a fair bit of issues that I'd experienced when I released Demo2 (not updated but still available for download courtesy of someone else's bandwidth) and after a fair bit of testing ... things seem better ... oh wait ... when I say "I seem to have fixed" I of course mean ... other people in the GarageGames bug forums have ... I just implement and test stuff I find lying around ...




Looks better in HD, but you knew that.
Also spot the balls up, one of the image isn't in a panel but gets a full screen stretch (fixed for in-game).