As you may have noticed if you’ve visited here once in a while, I’ve turned comments back on for the blog. I turned it off some years ago, due to the amount of spam that it generated and since the forum more or less filled the need for somewhere to discuss. Now that I’ve closed down the forum, I’ve turned on the comments field again, so that people who do not like to use Facebook, have an alternative to contact/comment on my games. Comments are powered by Disqus, though, as I didn’t want to go back to the fully manual spam removal of the past.
Vacation time has come, which means that I’ll probably be travelling around a bit. This also means that I’ll not always be able to reach my e-mail, though I’ll try to get some time to respond to things at least once a week. I’ve had difficulty responding in a timely fashion throughout most of the first months this year, so I don’t expect this will change all that much. I hope to do better once summer vacations are over.
Current plans remain unchanged; I’m working to get the beta of P&T2 ready; it’s not as far along as I’d like, but there is time yet. I also plan to release one more update of the existing game before going on vacation. Unfortunately, I updated my development environment earlier today, and … Google’s Android Development toolkit struck again – breaking pretty much everything. So – as I write this – I’m basically reinstalling everything. Assuming nothing else gets broken, though, I hope to get the new version out later this weekend. This will primarily be a maintenance release to try and fix some problem areas in the game, but if they test out okay, I might add one or two small new encounters as well.
Have a relaxing summer holiday, if you’re getting any, and happy 4th of July to our US fans.
A lot of people have asked about when Pirates and Traders 2 is coming out. As a general rule, I don’t answer that question, since I know from experience that hitting deadlines outside the day job is pretty much impossible. It’s hard enough hitting those deadlines in the day job.
I would like to have the game in beta by the end of summer. Whether I make that, though, depends on a lot of different factors, though – some of them outside my direct control. There is also the matter of determining the right state to make the game available at; there is no point in releasing it while it still contains obvious, major errors. In addition, there is the matter of feature completion. While I will probably cut some features for the beta (port attacks is a likely example, for instance, as that is completely changed from the original), the game does need to include a reasonable subsection of the functionality from the existing game. I don’t think I will get much useful feedback from the beta if it is from the start a significantly worse game than the original.
At the moment, I think this is still possible to achieve. The core of the game is there – the ports are working, although there still remains a few features to implement for the game to be playable (governor + recruiting crew). Ship combat still needs some work, although it is mostly functional now. Events and encounters need to be implemented. But if those things are in place, the game is going to be very close to playable.
I know, however, from many years experience that these kind of estimates are worthless. If I worked full-time; sure, I could tell probably have given a pretty good estimate of when I’ve done all that. But not with this as a part-time job. So all I can tell you is when I would like to have this ready. By the end of summer. Whether it will be ready? Only Davy Jones knows.
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.
- 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.
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.
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.