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Long time no bloggy.

Ok, been a bit hectic and I’ve been a bad blogger. 🙁

I feel I can blame it on the impending arrival of offspring and get on with it.

the debbil
the Devil

Couple paintings are done and there’s now a nice angel and demon in 24×24″ panels in the front hall. You know.. to scare people away from the good art that covers the rest of the house.

So the current plans (subject to revision but hey I feel better when I can pretend life’s going according to some sort of plan) is to prep the baby room and get the 2 paintings finished in time for baby Jude to arrive.    Then it’s baby time and squeezing in the last touches on Mutant Sheep Eat The Planet! and get that finished out by Summer in addition to getting some more freelance work and getting Wenderflonia all set up and ready to take over the art world.

The entry to the kitchen
The entry to the kitchen
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Slow progress, but good things none the less

Wow time sure does fly, and whoa am I so totally not going to make the Oct 31 deadline! Which more or less means that November and December are going to be choked with Holidays and Family.

And it turns out there’s a little baby boy inbound, eta Feb 25(ish) (holy crap!)

So that has got to be more or less the last deadline, beacause somehow I don’t think there’s gonna be much free time after that for a while.

So, you might ask, what the hell have you been doing for the last 18 days.   Well, Mutant Sheep progress has been slow… much slower than I wanted but I seriously needed a break. More After the Break, Pictures too! Continue reading Slow progress, but good things none the less

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Sheep benchmark

Time for a little progress update, eh?

Ok so some more sheep have been done but it’s time to assess the situation and get a firm grasp of where exactly I stand.   But first a picture of the prototype tuckbox that the game will be shipping with (some assembly  required)

tuckbnox

Why Include something as silly as a tuckbox, when it will surely impact the bottom line One might ask.  Well the answer is simple,  with the last couple playtests it’s become obvious that the system of green tokens to track the value of the current place is massively cumbersome.  So I decided to put in a little track sheet that you can just put a couple counters on to track the value of the current place as it is eaten.  And the price difference between a 4×4 board and a board big enough to have a tuckbox to be cut out is negligible. So the tuck box is almost free.

But anyway… back to the current state of the game development process.    So it turns out that 85% of the time it’s taking is art.  That’s right.  It’s taking much much longer to draw silly sheep than it is to creating the game and the cards and exporting them and uploading them and writing / editing the rules etc. etc.

Crazy eh?

As of RIGHT NOW, I have Drawn and Painted 60 of 125 sheep.  Of those 50 have been placed into their final art location in the inDesign files that are the decks.

I have 65 sheep left to Draw, ink, and paint.   A happy estimate would be that if I totally buckle down I can probably do a sheep every 2 hours, maybe a bit more.  So let’s call it 90 min.  So that’s just a hair short of 100hrs of ART work left to do.  Not too terribly bad.

Other than that I probably have 6 hours of editing and tweaking on the cards’ text to make sure they’re clear and are easier to understand.

Then toss in the other little things like re-writing the rules and finalizing the web and packaging art, realistically it’s probably closer to 120 hrs of work.

That’s some really long weekends in my immediate future if I’m to hit my goal of having it launched by my birthday.

Time to buckle up, it’s gonna be one helluva ride to see if I can do this.

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Slow progress

So progress in sheepsville has been..well.. slow..
I’ve got another dozen or so sheep painted and ready to go into their cards, but overall, progress has been a fraction of what it needs to be.

The upside, however, is that I’ve gotten a bunch of freelance work (that’s right, I’ll work for money) and that’s pretty much all wrapped up for now.

I’ve started the process of reworking the site theme. Currently I’ve got the new headers and superfish menus in place, and gotten a jquery lightbox up and running, the menu’s need a bit more work though. Also, we now have a gallery.

All that remains is the re-styling of the content and sidebar and drawing a new site background image.

But first up, www.Wenderflonia.com is gearing up for a massive overhaul and that’s #1 in the priority list. Keep an eye out for it, we’ll have art commissions, prints and more goodies coming soon.

And more sheep. I must make more picture of sheep, and get an accurate count of exactly how many I still have left to finish.

That’s it for now. Further updates shortly.

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Mutant Sheep Balanced on a Razor’s Edge

Well as promised, here’s a recap of the weekend’s playtesting. It’s gona be a long one.

The good:

It was amazingly fun.  A bit unlike other games, the going strategy seems to be hording your cards in your hand until you can twist the game in your favor, which seems a bit of a hard concept for Parker to grasp.   Really, even the two player game was a lot of fun and not totally skewed which was one of my big concerns.  It was fun for all of us and the base mechanics and strategy work exactly as I imagined they would.

There was a slight issue with the print of my cards, but the super responsive guys (JT) at TheGameCrafter.com explained the issue and how they were going to have the issue rectified well before I finish up for launch.   So no worries on that front.

The colors looked great and the quality of the cardstock is very nice and they shuffle well.

beta1-gameplay

The ok:

Lots of typos and little phrases that need to be tweaked and made into english.  I got some great feedback on the rules on the little bits and pieces that I assumed the player would know.  During the games we played over the weekend I got a dozen or so cards whos’ verbiage either needs to change or simply be clarified as the ability didn’t make as much sense as I hoped.

The instructions need to mention a couple things about adding Event location points to the size of the current area, but that’s minor.

The eh:

This is probably the biggest list of issues that came up, and the good thing is that they are all fairly easily correctible.

The timing of when you can use side effects and sheep special abilities is not clear and some cards contradict each other.  The usage of Blue (sheep is stunned/busy/incapacitated) tokens was not consistent.  These are essentially just going through and making all the cards agree and putting it in the rules.

Keeping track of mutation abilites  and side effects can become a bit of a slog.  Cleaning up the timing and usage of abilites will make it easier.  Additionally I’ve decided to add a card case which will leave me with a board with some spare space where I can print out some tokens for things like keeping track of the Hairless sheep (yes, its a serious issue when the blizzard shows up)

The massive number of tokens for large events (we easily had some places in the mid forties ) makes it hard to see exactly how much landmass is remaining in the location to be eaten (which is how you get victory points).  This makes planning things 2 or 3 turns ahead extremely difficult.   This will be remedied by cardboard tokens with numbers on em.

There need to be more side effects with a variable range so you can tweak the total amount eaten by your (and other player’s) sheep a bit more easily.

The Uggh:

Late game balance is a bit out of whack.  Not in the sense that it’s once sided or anything, just that once each player gets 5 or 6 sheep out and a couple mutations on them there’s not much you can do to stop them from devouring a whole location per turn.  So the amount of luck to winning goes up as the game goes up.   The good part is that this is easily fixable by a combination of minor tweaks to the game.  We’ve got three major tweaks that we’re going to be testing indiviually and in combination.  1. Make Side-Effects permanent.  This would let you permanently alter yours and other player’s sheeps appetites.  2. Increase the size of the smaller locations so they last longer.  This would potentially slow the point acquisition of the early game but make the endgame less luck driven.  3. Increase the bonus/penalty that Side effects give.

The Yay!

That’s it.  The game was fun, and with a bit more testing I’m sure we can get the balance of endgame to luck worked out and then it’ll be awesome!

Ok that’s it for now.  Further updates to follow but for now I’m just painting sheep like mad!

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Mutatant Sheep and other exciting things.

Whoa, I’ve been a bad blogger.  It’s been over two months since I updated this thing.  Time to get back in the swing of things then.

So after finishing the monster of all paintings, creativly, I was a bit drained.  So I spent about a month not really doing anything.. just recharging the old batteries.  Then via Raph Koster’sblog I heard of something super exciting!

A couple guys had gotten together and done a Print On Demand website.. where you can print Games!

Consequently my brain went into hyperdrive and threatened to explode.  I glanced at  one of my little doodles at work ( a gigantic 3 eyed sheep stomping around a landscape) and my next pet project was born.

So here I am, a little over a month later, over 50% of the way there with the final art (drawing and painting in photoshop 125 sheep is a lot of work, it turns out.)  And the cards are 90% of the way defined.  The immediate goal is to have all the cards put in their final state by next Monday, and then order a playtest set, for tweaking the numbers and mechanics while I wrap up the art.

Heres some of the cards
Here's some of the cards

Current statistics:

  • Total Cards: 125
  • Cards Drawn: 64
  • Cards Painted: 44
  • Cards Text Written:  75
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unscheduled diversion & waves of light

So Progress on the main project has been really slow this week.   That’s not to say a bunch of stuff didn’t get done.. It’s just not tangible stuff.   I got the high scores put in and it seems to be working fine, and then I just ran into a mental brick wall of ‘now what?’.  So I just let things stew in the noggin while I did other things.

  So what other things did I keep myself occupied with one might ask?

Well, such things as going ocd in trying to lean guitar.. step 1. hurt fingers daily until you can press a string for more than 10 seconds without pain.  well.. im still working on that one. 

More interestingly I dusted off my lightwave 9.6 and started digging in to finally trying to learn the damn thing.  Sloooowly making progress.  I have managed to make a cube and some ovals and give them a texture.  The whole layout side of things is making a bit more sense as well with the lights and timeline etc etc.  Anyway the results of this is:  

box-v8-desktop

And in the meanwhile, I’ve been jotting down whatever ideas that have popped into my head as things to add to the game and I’ve now got a pretty handy idea of what i need to do next.

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A week of dubious progress

Well ok so I’ve got a valid excuse for not getting a whole lot done over the last week.

However, I did manage to get the whole loading, saving, entry and displaying of high scores implemented.

 So.. that’s a plus.  Still a couple bugs to work out but 90% there.  Next up … hmm.. not exactly sure.. maybe I should iron out some details so I can see what I need to do before calling it Finished.

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Mar 7 update – alpha 4 released

Whew, so It’s been a while since I released alpha 2… Soo much has changed and been improved.  Here’s a brief changelog of stuff I can remember off the top of my head.

  • New main menu and faster startup times. 
  • Lots more assets to load at startup so it’s actually doing stuff while you have to look at the pictures.
  • New map. A huge dungeon assembled off arenas from the web map generator.
  • Rooms seal upon entry and then depending on how deep you are get harder and harder.
  • Sounds!  ok just some basic sounds but man does it make a difference.
  • New look for gameplay areas and tiles. 

Alpha 4 new main menu

Aplha 4 - screenshot 2 gameplay

Lots of hooks are ready for easy insertion of new enemies, powerups, and the special items that will be included in the store  you can visit between levels (soon).

Overall I’m incredibly pleased with the amount of progress.  I’m mostly excited about having reached a point where I can do so many thing (new graphics, monsters, quests… the mind boggles!!!)

For now, I’m just gonna play a bit.

As always you can download it here(~12mb), and as always use it at your own risk, I make no claims that it won’t terrorize your cat, melt your eyeballs, or do any other unpredictable things..  But it seems to be working just fine for me.

[edit] changed out some sounds for better samples of what I intend for the end product. [/edit]

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Short update

Its been a bit of a slog to make much progress.  Tons of little ‘try this.. er.. hmm well how about that.. ooh that broke it… humm well then how about ….’

BUT the upside. 

The player now triggers doors when he/she walks across em. (yes the collision polygons need some tweaking but basically it works). This causes a recusive floodfill to determine all the tiles that are available inside the room.  There was an issue where it caused the game to stutter while the fill ran but with the use of some scheduling calls I actually wound up with a smooth and more even area determination.  

So.. why does that make me happy?  

Well, glad I asked.

So now I have a nice and easy way to get all the available tiles in a room, with just some minor tweaks the monster spawner (in the inital Alpha) will be able to find an open spot and start spawning critters.

Esentially  I’m just a few minor tweaks from having a playable core base to work off of.   

Then I can start going crazy with different monsters, powerups etc etc.

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03/03/2009

Well, some development progress.

The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine.

Alpha 3 screenshot 001
Alpha 3 screenshot, Doors!

Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after creating said animations of course). Spent a little time trying to figure out why shooting seems to crash the game on the tile based level but didn’t get much beyond making it not crash.. but not showing the shots either..

Alpha 3 screenshot 001

So that’s the next step, and after that activating the triggers and shutting the doors to indicate the start of a wave of enemies.

On the webby front, some minor tweaks galore to the theme with some more changes planned. Over the weekend I put up the site www.wenderflonia.com for GFW and she’s putting it to great use already.

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Further Mapmaking Tools and Integration

Got some good progress done.  The online Map editor is coming along nicely with some new additions such as, saving to a database, generating exportable content files for integration into Torque.  Still I need to do a couple things to it, mainly bulletproofing the submitted maps to make sure I don’t forget to add doors, things are sealed properly etc etc. 

Continue reading Further Mapmaking Tools and Integration

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Painting update – day 8ish

So after a nice little hiatus with the game programmy project its back to work on the behemoth that’s been hogging up the kirchen for going on a month now. 

painting-day-8-002I really didn’t want to do this, which is why it probably took so long.  You see, I didn’t finish the background first… and you always start in the background and make your way closer to the viewer.   That way.. you don’t wind up having to paint over large swatches of the stuff you’ve already painted.  

Which I did.  Which sucks and isn’t a lot of fun knowing you’ve got to do something you were happy with all over again. 

I actually fudged over the planet area fairly well so there’s just a couple small things that are going to need reworking.. so in all reality it could have been much worse. 

So After that I started re-refining all the shade transitions on the gearwork and after I slopped a little shading on the planet guide beam thing I made up my mind to actually render out the gear works instead of the flat blue shapes.  

The base color for 2 of them done and some simple shading on the smaller one and a little detail and it’s a good stopping point.

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A good weekend’s worth of progress.

ss0Made a pretty hefty chunk of progress over the weekend and last two nights.

Some behind the scenes work with putting everything in the level controlled by a manager object that keeps track of what’s going on and what to spawn next.

 

 

 

 

 

ss1

Off the top of my head:

  • WSAD controls work.
  • Money powerup (yellow dots)
  • Magic powerup (blue Sigils)
  • monsters drop money and score interfaces.
  • New guis
  • Basic fundamentals of waves are in place. 
  • Object thresholds are in place so (in theory) it shouldnt crash due to too many simultanious spawns.

 

As always this is an alpha build, play with it at yer own risk.

 Graphics are primarily placeholders.. No there isn’t any sound yet. 

You can download it here www.swiftthought.com/BSDDoD/BSDD0D-alpha002.zip (3.94mb)

Feedback always appreciated.