Wednesday, 8 April 2009

Diamond Raiding, updates and much regurgitations

Well, as promised, I'm updating the Dev Lab blog and will be doing so regularly this time, honestly! (Assuming anyone cares in the first place)

Overview of the game:

Anyhow, my latest game in the laboratory cooking pot is Diamond Raider. Diamond Raider is based off the classic Atari 800 game Crystal Raider by Matthew Trimby. The aim of the game is to raid all the diamonds in a room without being hit by a foe or hazard. You also shouldn't linger in the same room for too long or your oxygen will run out (mostly due to foe's harsh odour!).

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It's being developed in Flash with a premium feature set in mind (not a simple average 3 minute throwaway flash game as many are) with features such as save / loading, open-ended rooms (like the original), profile system, speed run mode and other fuller game features.

It was first announced on Flash Games License (if you have an account, you can try it here) and the mochi forums (both for the purposes sponsorship, so if you happen to be one, don't be shy). Because of this, this issue will be mostly a regurgitation of the aforementioned mochi post (ironically, most of the mochi post is a regurgitation of the FGL post, so I guess the majority of this post is one whole regurgitation of, well, other regurgitations).
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It's still in development and I'll be charting it's development throughout, here's a list of the current features completed:

This version showcases the following features:

  • Complete Classic gameplay mechanic
  • 10 (open ended) Rooms
  • Original levels as in the original game
  • Day and Night time modes as the original
  • Modern elements for the modern gamer
  • 4-Slot local Profile system for saving of username, settings and hi-score (this of course can be replaced with custom valid API(s))
  • Local hi-score for extra motivation and faithfulness to the original
  • Pixel Perfect collision
In addition to thee above:

The finished game will include:

  • 50 (open ended) rooms (10 are on display in this version)
  • Speed Run game mode (Looking for a good solution / api to save username, time and score for each room)
  • Token-based Save & Load system (awarded for each cleared room for challenge)
  • Online-Hi score menu for Raider mode (That's featured here and is the default mode)
  • (Maybe) A choice of characters (female etc)
  • And obviously any fixes and improvements where valid

Known issues:

  • May be a delay in sound due to error in flash cs4 compiler (I think)
  • Exiting through west and east (left and right) pathways while jumping can result in misplacement of player's position in new room.
So why Crystal Raider:

Simple, I think it's the best way for me to knock out a quick game and make a some dollars (or pounds, I'm not fussy) quickly. In addition to this, I... No, no, just kidding. First and foremost, it's one of my all time favourite classic games as well as one I've had a lot of ideas for which makes the development process a lot easier. Secondly for me it's the right level of learning curve, challenge and ease. Thirdly, I think it fit's perfectly into my current focus and strategy for Eternal Syndrome, I'll guess we'll see on that one.

I've got a bigger plan for Diamond Raider then what's on current display (and this is perhaps where most of the premium part lies), but I need to do some proof of concept on the head / paper ideas in the lab and see where they fit (they don't necessarily fit with THIS iteration perhaps).

Anyway, I'll talk more about it tomorrow or something, this social networking stuff is tiring

Updates:

Other then that, I've put a new sexy flash rss news widget thingy on the site courtesy of springwidgets with the idea being pushing content via my forum's rss, so updating news should be a little easier and up to the minute. In addition to this I got a few things on the cooker which I'll blog about when and where valid.

Forgive me in advance if there's a bunch of spelling mistakes or grammatically errors etc, I figured (at least in this context) if I don't stress on these things too heavily as I use to, I might actually keep this up for once, for me (at the least) if not for anyone else, so later!

Wednesday, 21 January 2009

Just a quick update...

Wow, well over a year since my last post. I guess for 2009 I'll have to try better at making more regular updates here more often and this is the first attempt.

I've updated the links, cleaned up the place a bit and added a few new gadgets such as my friendfeed on the right which is one of the best ways to keep up with what ES is doing since it auto-updates as I do stuff, like post this very post!

Other then that I'll be posting about the next game on the horizon which is (God / me willing) very soon. In addition to that I'll post some aims for 2009 or something along the line from a game development /business point of view (assuming I remember, I'm sure I will ;))

That's it for now, no pictures, actually, here's a picture from my 2008 game release 'Sleight of Sight' in case you missed it. It's a fun little first effort made in Flash and is free to play online at the new Flash Games Retreat site! Remember, Blink and you'll miss it!

Wednesday, 1 August 2007

Imitate finally released! (Free demo and new games site)

Well, it gives me great pleasure to finally announce the official release of Imitate!

What is Imitate?
Imitate is the ultimate memory strain evaluation! You will be given a limited amount of tries, an ever-increasing amount of actions (clicks) to imitate (repeat) and a wild array of tricky click object layout patterns and sizes.


And your successes won't go unnoticed with many features and secrets to unlock, you'll even improve your memory while playing! (non-scientifically proven!).

Where can I find out more and try the free demo?
You can find out more at the new Eternal Syndrome | ENTERTAINMENT website:
http://www.entertainment.eternalsyndrome.com/v1-00/games/imitate/index.asp

What's the Features List?

  • 1 or 2 Players? Play against the computer alone or with a friend off-line!
  • 3 Game modes including Grid and Pattern!
  • Superb character-like AI including bluffs, diversion tactics and unpredictable movement!
  • A Selection of Difficulty levels varying the challenge and personality of the AI!
  • Enjoy and discover a plethora of dazzling scrolling backdrops to aid (or distract?) your imitations!
  • Unlockable secret content and cheat code access grid system!
  • Nice selection of fun character avatars to choose from!
  • Improve your brain without a stylus pen!
  • Free premium-quality updates & support!
  • Free premium-quality Emmunity & Forum!
  • 30 Day money back guarantee as standard!
Where do I get the free trial demo and how much does it cost for the full version?
You can download the free trial demo here!
This is the full version of the game and it works for a generous 30 minutes which gives you more then enough time to get a feel for the game and it's different modes and features. The normal price is £10.00 / $19.95 / €17.95, but to mark this event with a bang you can take advantage (good until Wednesday 8th August 2007) of a special 15% discount with this coupon code (just enter it at checkout!): 5580BDAD

Thanks to everyone that aided or helped in any shape or form to the development and final completion of this project including friends, family and fellow developers/users at garage games, indie gamer forum and all the other communities/sites! Thank you all! :0)

THANK YOU FOR TAKING THE TIME TO CHECK OUT/TRY THIS PRODUCT. DON'T FORGET MANY MAN (& WOMAN) HOURS HAVE BEEN PUT INTO THIS PRODUCTION, SO IF YOU LIKE IT, BUY IT & SUPPORT INDEPENDENT DEVELOPERS LIKE 'the E'! IF YOU'VE DONE SO ALREADY THEN GOD BLESS, ENJOY AND THANK YOU! :0)

Thursday, 14 June 2007

Imitation Imminent! (Imitate soon suitable for human consumption!)


Hello again all, (sorry, this one's a biggy!)

Well, I've been a bit slack with the journal updates on this project (last entry was just over 3 months ago!), but certainly not slack with the progress of this and other projects!


So the game (Imitate) has finally been tested and played by people other then myself albeit only f's and f (friends and family), and the overall feedback was better then I expected, not because of the game as such, but rather because of the kind of game it is I guess (different from the usual indie stroke casual fair). It seems the improvements (especially in AI) have given the computer a personality of it's own, and causes you to want to beat it (and your opponent) at it's own game! Because it was
f's and f, I decided it would be wise to give them no help whatsoever, in the hope that it would be like anyone of you out-there playing for the first time. This was very fruitful (especially compared to 'The Qube' testing session, where everyone would ask me 'Leroy, how do you do this' and 'what button does this' etc, etc) and gave me lots of pointers on how to improve and make v1.00 easier to play.


So what's different from the last blogged version of Imitate and v2.00, well, in short, LOTS! Here's the science part...

  • The save and load system is finished and pretty much fully working (still need to fix the quickload). It's a 4 slot (per user profile) save system (1 quicksave slot via F5 key) which allows you to quickly save your game. I was planning to perhaps incorporate the 'casual' game save system (no saving, just maps and dots), but this may delay an already late game and was somewhat unnecessary for this game type (I may switch/add it in an update though).
  • Game modes have been established and working (3 in all, 1 unlockable). There is no longer a mode that tests your hearing as I just couldn't figure how to make it fly, instead you have Grid (ladder style), Pattern and Mixed.
  • If you were paying attention last journal, you'll also notice the backgrounds and click objects have been changed dramatically (I'm saving the pd particles images for another project ;)). There are now almost 2 dozen scrolling backgrounds to enjoy and discover while playing (check out the video(s)). There are also new click objects per game mode to give each mode more identity and visual variety.

There is now also the inclusion of incentives (or bribes) and unlockable secrets to keep you interested and playing. I obviously can't say what these are, but I will say your greatest achievements won't go unnoticed and should you ever get impatient or desperate, you can always try the grid access code input facility ;)
  • The unlockable Goodies window will help you keep up with what's locked and unlocked and how to unlock it when valid, also...
  • Another new addition is that Trophies are awarded if you successfully conquer a game mode. You also be given difficulty stars depending on which difficulty level you completed the game at.

So the final list of things to do reads like this (no majors bugs on this occasion!):
  • MEDIUM: Fix the Quickload function (make sure it's loading all save data)
  • MEDIUM: Add a check to make sure the Top Mimics file exists so data can be written/checked correctly.
  • MINOR: Correct the save status icon showing as valid in 2 player games.
  • MINOR: Make sure various message graphics aren't present during computer/player turns.
  • General clean, update links and a quick final testing.
  • Complete final touches to new gaming division (www.entertainment.eternalsyndrome.com)
  • Finalise marketing angles /messages for the game.
  • Upload to the website and create a dedicated section on website.
  • Possibly finish and upload major upgrade of main website HQ.
  • Begin marketing /advertising and submission of product.
Of course, some of thee above may be subject to change, so it can be released sooner. The planned release date is on or before July 1st 2007, so be sure to join one of the communication methods below to be the first to know.


Right, that's it for now, thanks for reading / looking, be sure to checkout some of the links/video etc and feel free to leave your comments :0)

Great Games Experimentwww.greatgamesexperiment.com/game/imitate
--- New Invision Power Board Forum (some nice features) - www.emmunityforums.eternalsyndrome.com
--- ESHQ - www.eternalsyndrome.com



--- See another gameplay video and others at ES TV (Gameplay videos) - www.youtube.com/defanual


Tuesday, 13 March 2007

Just a general update...

Hiya all,

Just a quick update! Loads of stuff to happening, updated the website a little here and there. Added some new stuff and fixes to the blog(s) (see if you notice them!).

Game Dev wise, a few major things have happened, it is now formerly known as 'MiMic' (for avoidance of potential legal hassles and courtesy), from here on out (unless Microsoft or somebody says they've got the name registered or something) it will be know as 'Imitate'.

'Mimic Sound' as a game mode for now is scrapped. Just can't see it working. Also the game mode structure has generally been changed, but I'm still adding and taste testing the final flavours to this recipe. When it tastes right, I'll let you know. The below screenie shows one of the new game modes (pattern based click objects!).

The game itself has come along real well (apart from being sick for a total of six days, on two consecutive weeks, kinda messed up the schedule). In addition to the new name, the computer AI has greatly improved.

The computer now has the ability to bluff clicks, take up random positions and move a little more fluently which makes for a much better playing experience! Also new background graphics have been created for potential use as well as many, many, many (can I emphasise it any more?) bug fixes and clean-ups!

Below is the obligatory image(s) (loving PD Particles). There's probably more stuff, but right now time is filled, so I'll save it for another day, God Bless and later! Forgive any spelling/grammar mistake in advance!

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