Where to play Gemstone Keeper?

On March 31st, Gemstone Keeper will be available on Steam. However before then there will be a few opportunities to play Gemstone Keeper at some game events, at least in the UK. These events are beneficial for getting feedback, so the game’s quality will improve before release. Here are two gaming events which are currently confirmed places to try out the beta version of Gemstone Keeper.

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Feb 7th and 8th – The Rocket Complex London Metropolitan University

LAGC is a bi-annual anime and gaming convention run by AnimeLeague, and specifically I’ll be in the Gaming Area where the Indie Zone is. I have attended the convention several times in the past, and have enjoyed the many events and stalls available.

Feb 18th and 19th – Marine Studios

GEEK is a gaming and comic book (among other things) festival, featuring retro and modern games, as well as pinball and of course, indie games. Gemstone Keeper will be present at GEEK’s Indie Zone. This will be the first time I have attended an event in Kent, so I’m looking forward to what this event has in store.

Now while I won’t be exhibiting, I will also be reaching outside the UK as I go to GDC in San Francisco, (Feb 27th – March 3rd). While I won’t be showing off Gemstone Keeper on the show floor, I’m hoping to meet several other indie developers and attend meetups around the conference, so there may be a few opportunities for Gemstone Keeper to be played during the week in the USA.

While it hasn’t been confirmed yet, I am hoping to once again, attend Insomnia Gaming Festival in April. I last attended Insomnia’s Indie Zone at i58 and had a great time there, so it would be great to present Gemstone Keeper there once again.

Finally, I can now confirm that Gemstone Keeper now has it’s own official website. This will be a central place to describe what the game is about and to see the latest screenshots and videos, such as these ones below.

Gemstone Keeper Underground

Gemstone Keeper Ice

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Gemstone Keeper Fire

New Years Update

It has now been one full week of 2017, and a lot of people (including myself) have slowly gotten back to work. Since Gemstone Keeper has been getting close to release, I’ve started work as soon as we can to get stuff done.

Before I get into Gemstone Keeper, I worked on a little game for Ludum Dare 37 where the player is stuck in a porta-loo balancing in the air. That game was Danger: Mondays, and after two weeks of voting the results are in. The results for this Ludum Dare were definitely beyond my expectations. While the amount of submissions for the compo were smaller compared to past years (901 compared to 1117 at LD35), that doesn’t devalue the fact that Danger: Mondays achieved a rank just a few places shy of Top 25 in the Humour category of all categories.

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Reading all the comments, I was glad people found the concept amusing, but I’m completely grateful at the how well I did this time around. Thank you to everyone who voted during the day. Apologies for not posting about Ludum Dare any sooner, but I was working on a bigger game.

To be a bit more descriptive, Boss Rush will have the player beating all five bosses as fast as possible, they are able to set the stats and weapons of their explorer before hand and they regain some of their health after defeating each boss.

Score mode allows the player to go through the caverns, and like the daily run mode, will try and get the highest score possible by collecting as many gemstones and materials as they can on a single run. This time however, the player is free to set the seed they want, which will effect all aspects of the game from the levels, player stats, which weapon they have and which items they’ll have at the start.

One of the benefits of working on these game modes (from a developer’s perspective) is that we go through all the main game modes again to not only ensure they work through both the main game mode and these smaller game modes, but to find any bugs or issues that was missed out the first few times.

Another update we’ve done is on the gemstones themselves, namely how they are rendered. Originally, the Gemstone Geometry was generated using a Gemstone Mesh Generator that was developed at PROCJAM, and then rendered using a custom software approach using SFML (you can read a comprehensive write up of this on my websites in part 1 and part 2). However, over the last week of December, it was decided that it was time to update this for performance and to improve quality by changing the rendering process to an OpenGL Hardware render approach.

Below you can see the difference, on the left is the software approach, and the right is the new hardware approach:

This weekend I’ve been playing around with post-process effects, as it would be nice to have some visual effects that would appear through the entire game, although it would be possible for the player to disable certain effects if that want to. To pull this off, the framework now has a multipass post processing system where it’s possible to disable certain effects.

This allows us to apply multiple post process effects at once, and allows us to add the options we need to allow players to enable/disable certain ones.

CRT Shader

Bloom Shader

This is only a small sample of what is being planned, leading up to Gemstone Keeper’s release on March 31st 2017. I’ll also be attending London Gaming & Anime Con in early February and GDC in San Francisco later in the month, however the latter will just be as an attendee.

Here’s to 2017 being a successful year for many people!

Graphics Overhaul and a Lesson in Font Licensing

So just as I was about to start on the next boss in Gemstone Keeper, an issue arose that I needed to resolve over the weekend. Due to licensing issues regarding the font I had been using to produce the graphics for Gemstone Keeper for over a year, I had to switch to another font. This would not be a problem for a vast majority of games, however when you are developing a game that uses ASCII art, with designs built specifically for that font in mind, this was a time consuming issue.

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Month of Updates

This was originally from an announcement made on Gemstone Keeper’s Steam Greenlight page. I’m ashamed to admit that I wasn’t being very responsive on the GL page and it wasn’t until a friend confronted me about it that I decided to make up for it. I answered (technically) two questions that were left hanging without an answer from the comments of the GL page on the announcement, and as of writing I have been attempting to reach one user who was especially frustrated by my lack of response. Here is the segment from the Steam Greenlight announcement:

Firstly, Would this game by any chance be based on the Gemstone Warrior and Gemstone Healer games of ye olde times?

Surprisingly, I was not aware of either Gemstone Warrior or Gemstone Healer before I first read this. I was looking into the ASCII designs of Dwarf Fortress and use of Roguelike elements found in Spelunky and Rogue Legacy. It’s remarkable that a set of ARPGs centred around Gemstones has been around while I’ve been working on this.

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Gemstone Keeper is on Steam Greenlight!

Yes, it is finally time! The page has been published meaning Gemstone Keeper is officially on Steam Greenlight!

You can go vote directly on the Steam App by going HERE on the Steam Website HERE.

This is both an exciting and nervewracking day for me, as this is the proving grounds to see if Gemstone Keeper has what it takes for Steam. So for this week I’ll be checking every now and then, try to get the word out alongside with making updates to the game.

Updates such as more work with the level effects, I’ve gotten the wave effect sorted, however I recently found a bug when trying to capture the game so I may have to rework my method of applying effects. The challenge involves having the effect being applied to things within the game world (i.e. the player, creatures, level layout, objects and even the UI) while not being applied to stuff that isn’t involved with the game world (specifically the pause menu).

Another bit of progress that has been shamefully late (sadly I couldn’t have them ready for the video) are the items. These are secondary pieces that unlike weapons, are optional, but you may find them useful once you can have access to them. Certain items planned include medikits (regain health), grenades (explodes the walls and nearby enemies), gem scanner (find where the gemstones are) and more. These items are however limited per level so it’s important to use them wisely. At the moment I’ve got the triggering system for them ready, with one of the challenges being visualising them:

Unfortunately one thing I have missed out on is providing a playable demo. I want to have a demo ready but it’ll have to be in the next week or so while I check through bugs and ensure a demo build is stable enough to distribute. So watch this space for a demo of Gemstone Keeper!

Secret of Escape Now Free

To celebrate my birthday, I’ve decided that from this day forth, my stealth game Secret of Escape will now be available to download FREE of charge. You can now get the game from either IndieGameStand or Itch.io if you want to download it and enjoy it as much as you want. I haven’t been able to change the price on Desura because it won’t let me set a price below $1.99, but since Desura’s bankruptcy I doubt anyone will use it.

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Procedural Meshes: Generating Gemstones Part 2

Last time I talked about writing a gemstone generator for Unity, in this part I’ll talk about taking that script and making it work in SFML 2 using C++. What makes this challenging is that Unity is a 3D engine with a Mesh class making it easy for procedural geometry, while SFML is a C++ framework made primarily for 2D games. The most SFML gives you is the sf::Vector3f object, which allows you to store 3D [x,y,z] coordinates, which means the rest of it is up to you. As of writing, this is the approach I went to generate 3D gemstones in Gemstone Keeper.

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Weapons of Gemstone Keeper

So for this week (11th – 17th January) I decided to focus on weapons, a pretty important element of twin-stick shooters. I didn’t want to stick with using one weapon for testing, so I decided to see if I could make a few more for the game. This should explain how I approached the problem and what the weapons system currently looks like for Gemstone Keeper.

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New Year

Celebrate what you have accomplished, learn from what went wrong, and most importantly you must move forward. Hope everyone has a great 2016!

We Are SurroundedTitle

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One of my goals for 2016 is for Gemstone Keeper to be on Steam Greenlight. I’ll will be sure to have an alpha build ready for play within the next few months.

Understanding ASCII Art

It’s pretty easy to see that I’ve taken the step of using ASCII art in my next game, Gemstone Keeper, and it’s pretty difficult to not notice it if you see the screenshots I’ve been posting for #IndieDevHour or Screenshot Saturday.

This writeup will explain my understanding as mainly an outsider and relative newcomer to the ASCII art and Roguelike Development scenes, and hopefully explain my reasons why I chose to move to ASCII art, and how I am approaching it to make my own style to the art form.

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