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Mar
03

March already?

Why does February only have 28 days? It has no business being that short – always feels the lack of those two extra days when I’m busy. Anyway – a little bit of the current status.

I’ve been trying to release new screenshots/graphics regularly each week, but this weekend just got too busy. I’ll try to resume with that this week or the next. Apart from that, the first few months this year have gone into heavy development.

Much of January was spent working on the code in Dwarf King. Most of the framework for the game is now in place, although there remain some parts that are still not fully developed. I’ll have to go back through some of the code there; but I don’t want to build a lot of functionality in there that I might then decide to throw away. At the moment, I’m pretty much waiting for some of the content for the game to be produced (i.e., maps, storylines, etc), while I work on other aspects.

An important milestone for Pirates and Traders 2 was reached, when I received the new in-game map. That required some re-work of the game engine as I ran into some unexpected performance issues, but most of those should be solved now. I love the new map (which I posted on FB), and work is now progressing on filling in the map data. Unlike the original game, the P&T2 map will be a grid map, so every space on the map needs to have data encoded (name, description – if it’s an interesting place, special features, etc). It’s a lot of work – unfortunately – but I think the result will be worth it.

Finally, I’ve been working on a major “rebuild” of the Small Battles combat engine. Combat is an important component of Dwarf King, and it is of course not irrelevant in Pirates and Traders 2 either. I experimented with a couple of different combat models, but I’ve now eventually – I hope – settled on the version I’m going to use. Assuming things work the way I want them to, it’ll be a simple turn-based combat system, played out on a hex grid. I’ve been putting the finishing touches to the new version in the past weeks, and assuming I soon get rid of the last bugs, I might do some alpha testing of that soon and integrating with the Pirates and Traders as well as Dwarf King engines.

Next Stops:

  • Finishing the Pirates and Traders 2 map data.
  • Integrating the combat engine into Dwarf King and P&T2.
  • Finish up the next Pirates and Traders update.

Now, back to working out the kinks in that battle engine.


 

Jan
29

New Years Update

Happy New Year, everyone. I had a long Christmas vacation this year, and it’s taken time to catch up with the backlog of e-mails, messages and work since coming back. Way too long, to be honest, but that’s sometimes how it goes with the indie life, when other commitments interfere. In any case, I am slowly working through e-mails, and will try to respond to any posts that may be lacking a reply. If you have sent me a message and haven’t gotten the expected reply yet, please try again.

In the meantime, work has been progressing on the games. Much of the work has focused on Dwarf King in the game algorithms and UI, and I’m hoping to soon have the game in a playable version. Specific work on Pirates and Traders 2 has been fairly limited, although a lot of the things that I am doing on DK will transfer to P&T2 as well. The biggest task that is going on with P&T2 right now (and almost complete) is the development of the new in-game map. I’ll be posting a sneak peak of the new map sometime soon.

Still not sure when either game will be ready for the first public testing, but I’m working as fast as I can, and if I have my way, there’ll be something out in the near future.


 

Nov
17

November Update

Time passes quickly when one is busy, and November has been a very busy month (in real life; not my game development career). A few updates on what is moving at the moment.

Pirates and Traders is almost ready for a new update (now testing). This update will bring a couple of new encounters that allow you to interact with the Cimarron port, though just short ones (nothing major). Perhaps more interesting is the new tavern encounter that will also be added in this update, which gives you the opportunity of recruiting a random specialist crew member. This has been a much requested feature for a while now. After this update, I hope to manage one more update before year’s end, though we’ll see how that goes.

I’m still working on the ship combat engine in Pirates and Traders 2. Adding multiple ships into encounters does pose a challenge, in terms of making sure that the player is receiving sufficient information to take the right decisions. There is also the question about how detailed one can make the combat system. There are many small touches I could add to make the game system more “realistic”, but such considerations have to be always tempered with concern for how things are to be handled in the interface. Either way, I am hoping to post some screenshots of this soon.

The majority of my time is still being spent on Dwarf King, though. I’ve currently implemented the core of the game engine and done a first draft of the game interface. Work now is concerned with nailing down the game implementation; ensure that the orders work as intended, streamlining stuff that is currently a little fuzzy, and trying to make sure that the game interface provides the player with the feedback they require. One point of concern is the resource system; the game currently has a complex resource system with 12 trade goods. One of the hard decisions that will need to be considered during this next pass through the game is whether that is just too many. The game currently has a really nicely developed resource production system (e.g., the player harvests fur, which gets produced into clothing, which is required to clothe your people, etc), but as always when working with mobile devices, there is a trade-off in terms of complexity vs presenting information to the player. It’s a tricky balance.


 

Jul
29

Hot July

Well, at least here in Norway. Which is great, because it means lots of time out and about in the sun, playing with my sons. It does mean that I’m doing a good deal less programming than it if were rainy and dreary, but I’m not complaining. Even if the good weather means slower progress, there is always progress.

Most of my work on new games for the past month, has been focused on Small Battles. This is because I intend the Small Battles game engine to form the core of the land combat engine for most of my future games, so getting this right is important. Keeping this in mind, has caused me to make some important changes to the game engine. The original design called for simultaneous turns, but the initial play tests and my own experimentation convinced me that this kind of phased movement (first issue orders, then see the results) is a step too abstract for many. Consequently the turn sequence is now standard I Go, You Go turns. I also streamlined a few other  elements that needlessly complicated the rules, without adding any appreciable depth to the game. It’s still not as simple as I would ideally like it to be, but I think the new version is a lot more intuitive to play than the original.

Once I’m done testing it, and fixed some more bells and whistles to it, I’ll probably put it up on Google Play using the alpha test system.

In the meantime, I’m back to work on Dwarf King and Pirates and Traders 2. The former is getting a bunch of the graphics done at the moment, including some (in my completely biased opinion) really ace portraits. I’ve posted one on the facebook site, and more will come later. On Pirates and Traders 2, I’ve mostly been playing around with the map lately, ensuring that map elements display correctly. The next step will be to add actions and the status screen; or possibly to check out how big a map I can really use. I would really love to have a map including the Gulf of Mexico so that we can get places like Campeche on the game map, but there’s always the thing about app size. At those size, one can easily end up with a map that fills 15Mb all on its own – and Pirates and Traders is already a pretty big app to begin with.

I’m not completely done with vacation this summer yet, so if responses are a little slow during August, my apologies in advance. If you send me an e-mail and I don’t reply during the weekend, do feel free to ping me again.

Hope you all are enjoying the weather.


 

May
12

I/O’s Ahead

So, version 2.6.6 of Pirates and Traders has gone out, and no serious new bugs seem to have been introduced beyond the troubles with the locale settings. I’m still seeing reports of OutOfMemory errors in my dashboard though, which is disappointing – I was hoping to put a bigger dent into that problem with a small fix in 2.6.5. We’ll see if that improves over the next couple of weeks, while I prepare the next release.

Work this week has otherwise been focused entirely on Dwarf King. I built up the Fortress UI, decided I didn’t like it, and will soon tear most of the code down to rebuild it in a simpler format. The problem here is that we (Ashton and I) have a lot of ideas that we’d like to put into the resource-management game, but keeping all of the information and decisions visible in a way that doesn’t overwhelm the player is difficult. Think of the trade goods in Pirates and Traders, and imagine that you now also need to administrate the production and consumption of all those goods, as well as build the facilities to produce them, and you’ll get an idea of the difficulty of doing a good interface to this.

In the meantime, I’m looking forward to hear what new developments turn up at Google I/O. Something I’ve been hoping for to happen for several years now is the release of GameCenter-like service by Google for Android; that development seems to finally be happening this year, judging from the rumors. There are also strong rumors – supported by a Google I/O session on the topic – that this new service will support multi-player gaming. That would be very good news for Small Battles, which I really consider to be more of a multi-player game than single player. It also means I might dust off some of my old multi-player designs, and see how they fit into my development schedule.

Actually, on second thought, that’s not really positive – I have way more things to do than I have time to do them in. Why does converting an idea to an actual product have to take so much work?


 

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