Gemstone Keeper: Playable at EGX

After many years of working on games, I can proudly confirm that Gemstone Keeper will be shown at EGX from the 17th – 20th October at the ExCel Centre in London, and it will be the Nintendo Switch version with both the single player Campaign Mode and the multiplayer Survival Mode. It will be part of the Tentacle Zone, ran by Payload Studios, alongside 17 other great indie titles.

There have been a few minor changes since it last appeared at Insomnia, however I do not intend to make anymore changes outside of bug fixes and other technical hitches as it’s getting closer to the end of the year.

I’m honestly excited, while I’m still a bit annoyed that the largest games expo decided to move to London (in a decision that not everyone was happy about), it’s been difficult to get an opportunity to show your work there. Next week I’ll be putting some time to make sure a demo build is ready that can handle hours of uninterrupted gameplay. If you plan to go to EGX, be sure to look out for the ASCII amongst the green tentacles!

I should also close off by giving my love to all the game devs who took part in Ludum Dare this year, I decided to hold off on taking part because of a lot of travelling I did the week before. I’ll definitely look at going back for the next one, especially since my hopes is that Gemstone Keeper will be on the eShop long before then.

 

Insomnia Report

Last week, I was one of 24 indie game developers who showed off their games in the Indie/Tentacle Zone, part of the Insomnia Gaming Festival (i65) at the Birmingham NEC. Over a four day period, thousands of gamers got an opportunity to try our games, some in development for platforms, others being in early access or recent release. For me, it was an opportunity to show Gemstone Keeper for the Nintendo Switch, to see what bugs people would find in the port running on proper hardware for an extended period of time.

The first thing I noticed when I arrived on the first day was the stands were great! When I last went to Insomnia back at i61, the Indie Zone had the blank, cubicle-like, walls with one table, which had been used as far back as the Indie Zone’s introduction around i52 back in 2014. It was an acceptable setup considering that Indie Zone spaces were free to those who applied and PC setups were provided. Last year however, the Indie Zone was being operated by Payload Studios, the developer of the game TerraTech and managers of the Tentacle Zone at EGX and Rezzed, they managed to deliver by replacing the plan walls with backdrops that featured banners of our games! (we provided the poster art for them to print)

That didn’t stop some developers going the extra mile: Space Lizard Studio created a cardboard scenery around their table to match the theme of their Papercraft Horror game, Paper Cut Mansion. The developer told me that it took them two weeks in their spare time to create it and it looks impressive! Rhys510 on the otherhand, didn’t bother with a table with a monitor, system and controller, as their game was on a fully functional arcade cabinet!

On each day, the doors opened to attendees at 10am for priority attendees, and 10:30am for everyone else. What appeared to be a surprise to most of the indie devs was the amount of people who turned up on Friday, particularly in the morning. It was anticipated that Saturday and Sunday would be the busiest days, with Friday and Monday being the least due to it being near the end of the school holidays and a bank holiday respectively. The morning was espected to be quiet in general because that would be time people would explore the whole event and jump into the other areas that required queues, such as the Borderlands and MediEvil stands, or the Ubisoft Experience. This wasn’t the case, Friday morning had attendees trying out each indie game. While the crowds wouldn’t compare to Saturday, it was still a good first day.

This was the crowd on the Saturday.

While having more people to keep an eye on and try your work is more hectic, it does make the work of showcasing go a lot quicker. Retro Revival was a decent showing, but not many people turned up to its indie section, which made the whole event feel a lot longer. Plenty of people managed to try out the game, both the standard single player mode and the multiplayer survival mode, I ended up making a procedure where if I see an individual or a single child with parents approach, I’d let them try out the single player mode, but when a group approached the table, I’d ask if they wanted to play multiplayer, and set up the controllers if they said yes. This ended up being a good strategy, as groups might lose interest if only one person plays at a time (although I noticed pairs who went straight into the single player mode took turns at each level).

There were some technical hiccups though, as before the first day I had technical issues that prevented me from creating new builds for the Switch (lesson for the future: never update the SDK or firmware before your big events). I was fortunate to have a working demo build from a week before that I could use, but even then it had slowdowns and it even crashed at one point, which required a force restart. This was the case for both the Friday and Saturday, fortunately on Saturday evening I was able to fix two main issues that were causing crashes, and with my notebook that had an entire page filled with minor bugs in it I was able to get through and create new builds for both Sunday and Monday.

Overall, I’d say I had a great time. I got to try out a number of the games such as “Bubbles the Cat” from Team Cats N Bears, Velocity G by Repixel8, Robot Champions and many others, and hung out with a group of them on the Sunday (sadly I missed out on the pub quiz that took place on the Friday).

The next event I plan to show Gemstone Keeper will be at EGX in London in October, so I hope to see as many (if not more) players there!

Gemstone Keeper (for the Switch) for the Public!

Hello everyone! It’s been a while, but my game development focus has been majorly on Gemstone Keeper for the Nintendo Switch! Significant progress has been made to it, plus Ironbell and I (as well as feedback from devs of Naezith) have been continuing our work on SFML-Switch, fixing issues that we find. The submission process is currently in its early stages and with any luck there will be an announcement on its release later this year.

The biggest areas of progress to Gemstone Keeper that have been made is that the Switch release has a local multiplayer mode called “Survival” where up to four players can fight an infinite amount of enemies until the last player dies.

Another big change to Gemstone Keeper is that the graphics have been significantly upgraded to a higher resolution to accomodate with the Switch’s HD displays. While it might seem strange to do this, but the painstaking process of using much larger fonts to generate the textures in the game results in a significantly sharper display overall. To the untrained eye it might not appear noticeable, but when compared side by side or in a split screenview, the differences become crystal clear (pun intended).

Back in June, the Switch port had a public test run at the Retro Revival Festival in Walsall (where I was also selling some games from my private collection). Despite some major technical difficulties, I managed to get some good feedback and players to try out the game, so I’d say it went pretty well!

From the event I also got to speak to Chris O’Regan from the video game podcast group Cane and Rinse, and after he got to have a go at the game and got in touch after the festival, he invited me on the Sausage Factory to talk about the game, as well as my development background and games design! I had a good time talking, although I usually get nervous when speaking in a mindset of having an audience, I like talking about my work and how I feel about games that show a more technical aspect over an artistic or epic approach to them. So if you have under an hour to spare, why not try hearing us talk for a bit?

Gemstone Keeper Episode of Sausage Factory

But that was back in June, what about now or next month? Well I’m happy to confirm that Gamepopper will be returning to the Indie Zone of Insomnia Gaming Festival as part of their i65 lineup (for the first time since i60 back in April 2017). Both myself and the game will be there for all four days of the festival, but do also come down for the rest of what indies have to offer.

There will be one more event in the near future where players can try out Gemstone Keeper, however I’m going to hold back on announcing it until after the final details get sorted.

 

Ludum Dare 44 and Console Game Development

As some of you were made aware, I took part in my first games jam of the year. While I said in my End of 2018 In Review that I’d be taking a break from game jams, Ludum Dare felt like the ideal event to take part in as it was in late April and is still one of the biggest and favourite of the online game jams. Even then I wasn’t fully aware it was happening until the week before when theme voting was about to begin, and it happened to be on the weekend where I had no urgent plans. So as the days drew nearer, I made my preperations for a 48-hour game dev session.

Continue reading

Ludum Dare 44 – Tank Gauntlet

The year of 2018 is drawing to a close, and so for December what other game jam I should take part in but the 44th Ludum Dare. I decided to take part in the compo as once again I managed to have a free weekend to work on it.

Before the compo commenced, I used my previous experience with game jams including the 11 previous ones I took part in this year to write a set of rules I think other aspiring game devs should follow when they work. Other devs seem to like them so I figured I’d use these rules to go over how I made my Ludum Dare 44 entry, Tank Gauntlet.

These won’t be in the order I originally set them for the sake of describing the progress.

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Know your Tools

I already had my tools in mind before the theme was announced, I used my SFML-based C++ engine “Vigilante, Piskell for animated sprites, Photoshop for any bigger assets, BFXR for SFX and cgMusic with LMMS for music. A lot of which I have used before, but for audio, I feel as though I need to find more other ways to create the SFX I need without the use of a sound library, and maybe diversify my music creativity (I used Megadrive Emulation Soundfonts so there was a bit of a 16 bit vibe to the music).

Small Scope and Stick Mostly with What You Know

I’ve usually been pessimistic the themes for Ludum Dare, as you are given the opportunity to vote on them in multiple rounds but the themes I like the most do not tend to get chosen. Therefore, when the theme was announced to be “Sacrifices must be made”, it wasn’t one that I was entirely keen on, and the only idea I had jotted down was “diet simulator”. While that idea was doable, it wasn’t really that original and a simulator might have been a more laborious task. I slept on it and figured I’d do a tank combat game. To fit the theme and my “1 unique/main, 2 optional mechanics” approach, the unique mechanic would be sacrificing gameplay input for power/speed, with the two optional mechanics being shooting and melee attacks.

Gameplay First

The first thing I did Saturday morning was work on the main game, by setting up a simple tilemap and a rectangle sprite for the player. Then I made sure the player could move, jump and collide with the tilemap, and the player could wrap in all directions.

Oh, a basic tip on how to handle platform jumps: Do math. Don’t bother guessing the right values for acceleration and jump velocity until you get it right, set up some variables and apply some vector maths, the below code will be enough to work out how high and how fast you want to jump, as well as how fast you want the player to move horizontally:

float Height = -85.0f; //Maximum Height of the Jump in Pixels
float Distance = 80.0f; //Distance travelled in Pixels
float Time = 0.5f; //Total Time of Jump
float MoveSpeed = Distance / Time; //Speed in order to travel the set distance in the set time
Player->MaxVelocity = sf::Vector2f(MoveSpeed, -2 * ((2 * Height) / Time));
Player->Acceleration.y = (-2 * Height) / (Time * Time);
Player->Drag.x = Player->MaxVelocity.x * 10;

If you want to extend it further, I’d recommend watching this GDC Talk on Game Maths Programming:

After using the code I have written previously for bullets, tweaking it to my liking, and adding enemy rectangles that can spawn periodically and move at different speed and be of different sides. I had most of what I needed.

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I also added knife melee attacks and enemy damage before I worked on the menu that would handle input sacrifice.

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Make Your Content Easy and Noticeable

For the last Ludum Dare, I made a racoon sprite that had a full running animation and was heavily detailed to the best of my ability, along with a tilemap and background to resemble a temple, and it took five hours. In the end, the environment didn’t look all that great and the racoon sprite was so small that you couldn’t see the detail.

This time around, I decided I wanted something simpler and easy to resemble, a tank. I loosely based the design on the StarFox Landmaster. With it being a tank, there didn’t need to be many frames.

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I decided to keep the sprites and tilemap monochrome, using shading and tones with around 20 shades of grey in total so I could randomize the tint to add some variety to it. The enemies were kept red, as it’s an easy way to convey them as dangerous.

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I found using fonts a bit more frustrating than normal, SFML doesn’t use the nearest neighbour for fonts so on a game with a low resolution (Tank Gauntlet uses 320×180), it’s difficult to use a font that isn’t too big and wouldn’t get blurry if the font size wasn’t set to a specific factor, if I found a way to implement bitmap fonts I might not have this much of an issue.

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621 and Take a Walk

On both Saturday and Sunday, I walked into the town centre to get food and other things to relax my mind and not stress over the game too much. I also tried to get some good sleep, so I didn’t stay up too late and got up at around 8-9am on each day, oh and I took showers.

Find a Friend

One of the comments I got from this rule is that it doesn’t have to apply to team-based projects, having a friend to look over the game or provide feedback is beneficial to a solo project. As such, I’d like to thank my friend Kris for putting up with me sending him screenshots and asking about ways to make the game feel better and if I’m making the game too cruel or not.

I hope you find this simple process interesting, after doing 12 game jams this year I’m kind of happy this one felt mostly streamlined. There were some issues like with audio, not to mention technical issues post-submission, but I hope people find the final product enjoyable.

https://ldjam.com/events/ludum-dare/43/tank-gauntlet-control-vs-power

I was going to include a final statement for 2018 as a year in review here, but with the length of this one I’m going to have to add it as an additional post. Happy New Year everyone!

RainbowJam – Fursuit Run

For the month of September, I needed to take part in a game jam, but initially, I wasn’t sure which one. I looked through all the jams listed on indiegamejams.com and while you are spoilt for choice, not many were catching my eye. That was until one of my friends from the Birmingham Indie Developers, Kirsty Fraser, mentioned a game jam she was organising.

RainbowJam is a two-week games jam about exploring LGBT+ themes, running for its third year it’s partnered with the non-profit organization Queerly Represents Me and encourages representation and to “create games exploring and celebrating identity, gender, sexuality, sex, life, and love!” After working on Re(re4ti0n, I’ve felt a little urge to create some more experimental games that go against what I generally like, which would be arcade retro shooters/platformers with a neon glow or a retro aesthetic. I also knew I had some 3D functionality in Vigilante that deserve to be worked on enough for a complete game, so I spent a few weeks earlier in September to create a basic 3D game system.

Unfortunately, my 3D stuff was limited to what you can render. I consider Vigilante a 2D game framework with 3D elements, so I didn’t bother implementing 3D collision detection, but I had an idea: what if I make the game function in 2D space, but display in 3D space.

What I did was set up a small 2D enviroment with a tilemap and a basic sprite, and I set up the 3D models to display the scene based on the tilemap while the camera’s position and rotation is based on the sprite’s position and angle.

 

As you can see, I got the tilemape to display really well, the floor being a multi-segmented plane that could display mutliple different tiles in one model, and the walls being cubes that are scaled depending on where their neighbours are. Initially I was creating each cube as a separate model, which I felt was dangerously innefficient so I created a batch rendering group, creating one model but using multiple V3DObject instances to specifiy where that model should be rendered. I did need other things in the game though, stuff that the player can interact with, so I created a special model that could render a 2D sprite (including 2D animated sprites!) in a 3D enviroment, always facing the camera.

The last major thing I wanted was to add an additional level, as wondering a single room is good but extremely limited. As such I made a second tilemap, a model to represent a ramp of sorts and added variables and additional groups to tell what floor the player is on, and as such what should be displayed/collided with. The bigger challenge was implementing how the player will climb up stairs, as it also had to factor falling. Combining gravity with the player moving upwards if the sprite is overlapping the area where the said slope is situated took a lot of trial and error before I finally got a dituation where the player could fully explore the floor above and walk back down to the ground floor!

After making the slope look a bit more like steps, the demo was pretty much ready for RainbowJam.

To make a game for Rainbow Jam, I wanted to make a game that is about sharing love and making people happy. I went with a game about being a fursuiter because as a furry, I know the community is very supportive of LGBTQ+ people and as someone who’s performed in fursuits at conventions and meets, I feel the most important aspect is to make anyone you see feel happy, entertained and loved, even if it’s by portraying a character.

Making the attendees you interact with was probably the biggest challenge, I made a dough body sprite with frames for actions at each angle, and made the object switch frames based on what angle it’s facing from the player. As for the AI I considered setting up a finate-state machine, but fearing it would be too much work for a jam I went for a simple state model. I got my code for line of sight and path finding from previous projects in order to get the attendees  to walk around the floors they are on, wave at the player when they see them and either hug or prepare a camera for a photo, responding to what the player does at the same time.

To simulate the limited vision of fursuits was to overlay the screen with a mask. I added a little bobbing while walking for fun, as seen in the tweet below, however a fellow gamedev suggested getting the camera to bob in time as well, which ended up working pretty effectively!

All the graphics and audio was done on the last day, I used the dough sprite as a base while I apply the colour and details over it. I unfortunately realised the limitation I set myself using a 20×20 tile size, but I think there is enough space to see who is who. As for the enviroments I used some references for hotels, such as the carpet and ceilings. There is a chandelier on the ground floor, which I designed myself to be multiple 2D images rotated because I found most 3D models online to be needlessly complex.

At around 11pm on Sunday, I uploaded Fursuit Run to Itch.io making this the game for September. There is still a voting period which begins when the jam officially ends on the 6th October. So far the reception has been fairly positive, mostly from furries, some non-furries don’t appear to like the idea without actually playing the game as of writing. I’m pretty happy with how the game turned out, as well as the 3D system. There is definitely room for improvement, as there isn’t much optimization that could be done such as view frustum culling. I’m hoping to get it improve for my next games jam, 7DFPS.

Ludum Dare 42 – Closing in on Pascal

The game jam for August was Ludum Dare 42, so with it coming to a close, I thought it’d be good to talk about how the submission [Closing in on Pascal](https://ldjam.com/events/ludum-dare/42/closing-in-on-pascal) came about and what I learned from it.

Ludum Dare 42 was particularly exciting for me, as it was the first LD in a long time that I had a completely free weekend. As such, I decided to plan the first day entirely for gameplay, with graphics and audio on the second day. That way I get a solid game and then plenty of time to work on making it look and sound nice, you’ll find out why that plan isn’t flawless as it sounds.

When it came to the theme, I was already very pessimistic that it would be a theme I’d be happy with, it’s been a common trend for people to vote on the theme that no one wants. I even voted against the theme “Running Out of Space” but when it turns out to be the chosen one, I thought it was pretty good.

The concept of running out of space I had was inspired by the cartoon trap of the walls closing in on someone in a temple. I figured a game where the player has to reach an exit before the room crushes them to death.

Fortunately, I have a bit of experience with platformers in my game engine from a previous jam, so the tilemap, jump physics and mechanics such as wall jumping I have previously implemented.

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The jump animations itself was done because I remembered the indie platformer INK having good squash & stretch. To achieve it I modify the scale so that it squashes inwards when going up and stretches outward. If I had more abilities to adjust the individual vertices I could do more fun aspects of moving like skewing.

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Since my idea was inspired by a temple film/TV trope, I already had the visual theme in my mind. I also thought it would be good if I had a little cartoon character who’d look like Indiana Jones. It was fun working with pixel art and animation once again, but if I was to do this again I would have done a much simpler approach. The player character is way too small for the game screen, meaning that its animations are pretty much useless. I also had a bit of issue with making the colours stand out so it doesn’t feel all yellow and brown.

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In the end, it took around 3 – 4 hours to work on the background environments and 5 hours to work on the player sprite and all the obstacles. If I went with a much simpler design or scrapped the temple theming and used the simple colours and shapes it would have been much clearer and easier to look at.

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The sound and music was achieved with LMMS and BFXR. I like making NES-like chiptune in there but I do notice it’s restrictive in areas like tones and tempo, so I couldn’t get the sounds I want. It also didn’t help that thanks to the graphics, I had much less time to work on sound and music so it ended up rushed.

The post-jam has most of what I would have added or done better if I had time. Particle effects, using directional keys as well as the WASD buttons, and a better title logo. I would have also worked on more levels but seeing how many levels players are willing to go through, then maybe the existing levels should have been improved slightly.

I’m a little worried about what the rankings will be for this one, I’m definitely glad I could take part but I feel as though I wasted too much time on the graphics when a simpler approach would have been effective. You can go check out [Closing in on Pascal](https://ldjam.com/events/ludum-dare/42/closing-in-on-pascal).