Thursday, 30 June 2022

New And Improved Mouse Aiming

So it turned out nobody liked the original mouse aiming system

This was not entirely a surprise as literally nobody had previously said that they did like the mouse aiming system, but at least I got some feedback and examples of games which had good mouse aiming schemes. What people actually wanted was not the direct input control system to player character rotation, but for the player character to turn towards a visible mouse based cursor or aiming reticle.

And their wish was my command! Had a bit of trouble networking it in multiplayer co-op mode at first but got an example of setting up a net event that would send the client input directly to the server object rather than having to wait for standard client/server updates.


 It was also Steam Next Fest, were a thousand desperate indie devs got harvested for demo downloads so that gamers could get a badge and 55XP off Valve.

 I ran two livestreams with varying amounts of success and terrible audio until I ironed those problems out - even though I had ironed those problems out in testing previously. Was hoping for 10% wishlist but got 1%, which is at least better than Sweet FA%.

Monsters Loot Swag will ship as an Early Access title on Friday, July 28th, 2022 - which gives me four weeks to get it into a shippable state. eg: make more boss monsters for the compeleted levels.

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, 30 April 2022

The Steam Upload And What Was I Thinking When I Wrote This Steam Stats System

 Monsters Loot Swag is on Steam and available for wishlisting here.

So, after a few months of testing off Steam, I have uploaded a build to a Steam depot ... and then immediately started to fix everything that didn't work ...

Who's Best Girl? You're Best Girl! If you don't get ganked ...

 Primary here was the minor issue that to finalize the build I had encoded the script files - and that my own script reading function only dealt with unencoded script files ... this could have been forseen but because it has been so long since I shipped a game to Steam *** 26th August 2014 *** I had forgotten about this sort of thing ... What I hadn't forgotten about was my system for storing Steam Stats.

This May Have Explained My Overly Convoluted System ...

Overly convoluted seems a little weak ... even reading through my own code comments it is best described as baffling. I clearly wanted a system which saved as much as possible on server calls but this was truly was absolute gibberish even if, most terrifyingly of all, it worked. All the same, it still had to be rewritten to make the whole thing readable again.

How Much!??!?!

Something else which I had overlooked was size - and in particular the minor issue that I had completely forgotten to trim my master files for things like artwork and audio. After some careful pruning the required HD space dropped to around a single gigabyte.

Steam Cloud save system is also fully up and running, and the Swag unlocks recorder fully functioning and integrated with User Interface so that the player can look through what Swags and Power-Ups that they have unlocked at a more leisurely pace, outside of the frenetic nature of the game.


As ever, there has been mountains more of work, but I can never seem to remember it all when it comes to the month blog write.

Monsters Loot Swag has been accepted for Steam NextFest, the forthcoming showcase of indie games on Steam, which runs from the 13th-20th of June, so look out the freely available demo coming at the end of May. So that's the next major job.