Gemstone Keeper on Steam Right Now

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Check out the Steam Store, and you’ll see that Gemstone Keeper has a page where you can add to your wishlist, purchase the game and write a review for it. I greatly appreciate seeing people buying the game and giving it a good review, it really means a lot after realising that this game has been in development for nearly two years (May 2015 – April 2017). Reviews in particular are important because I’d like to collect a list of issues and make fixes, and hopefully add a bit more to the game over the course of a year. Gemstone Keeper will also be shown at Insomnia 60 at the Birmingham NEC and maybe a few more events if people find an interest.

In particular I want to thank Vincent Rubinetti for his contributions for the game. While he was the person I had in mind to do the soundtrack from the point I listened to his music in INK, I was a bit nervous about approaching him with the demo I had. However after a few emails back and forth, we made an agreement and we were underway for producing a great accompanyment to the game’s visual art style and atmosphere.

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In addition, I’d like to apologise for leaving this two days late; I couldn’t plan ahead because I spent the last few days sending out emails and twitter DMs in the hopes to get the game looked at by people; I fixed bugs and adding some last minute features such as damage numbers appearing whenever you hit something with your bullets and being able to type the seed you want to use in Score Mode.

On the launch day, I was at Rezzed, where I did talk to a few people about my game, but mainly walked around and tried out a selection of great titles. By the time 6pm rolled around, I hung out at an after party and chatted to a few developers.

Then the day after was my birthday, so I figured I would post on social media, but spend most of the time away from the game and more with friends and family to celebrate and relax.

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As for my future plans, aside from this game’s maintenance, I’m hoping to return to smaller games for a while. In particular I want to try a few more game jams and experiment a bit more, I have a few ideas I want to try out, and now I have a little less pressure on me to work a bit on them.

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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

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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ThreeThingGame and the Ricoh2DFramework

Between the 11-12th of June, I went up with a friend and fellow Windows Games Ambassador Aaron Smith, along with a games design student Nathan Holding to the University of Hull for ThreeThingGame, the University’s 24 hour games jam. The premise is that each team was provided three words, and were tasked with making a game that incorporated them. The games would be judged on how well they fit the three things, and the quality of the game overall and the winning teams would get prizes.

This was going to be an interesting event for all three of us, as despite being used to travelling around several campuses for events, Hull was way far out for us. We were also aware that the majority of students there had been at ThreeThingGame before and new how it all worked. However Aaron and I were a bit more confident in what we could pull off together since we went through a games jam one week prior, where we learned to have a proper functioning version control system that the tools can work with, as well as having an actual artist working with us this time. Our three words were Room, Moon and Lune, and from that we made a Lunar Lander style space game where you avoided asteroids and landed on moon bases.

We also had an additional tool to work with, my Ricoh2DFramework. I don’t think I’ve mentioned it before on this site, but the Ricoh2DFramework is a framework for MonoGame. The purpose of the framework is to provide classes to assist with graphics, collision, input and audio among other functions. I was actually quite eager to use Ricoh2D in a game development project to see how well it works practically.

Game Development went rather well, and while there were some small issues found in the Ricoh2DFramework, they were easily fixed and all of those changes have been uploaded to the Ricoh2DFramework’s repository. There were also some performance issues that required some work arounds in order to avoid (slow downs, glitches and crashes galore), but in the end we finished the game.

What went right:

  • Proper source control: Using C# and MonoGame with Github is much better than the last games jam at Stafford, where we tried to use Unity with Git. Overall it was a nightmare back then to merge all the changes and ensure the project work. Using a system that is completely text based and readable made the process much more easier.
  • More prepared: Using the Ricoh2DFramework definitely saved some time in developing the game, and even though the framework had issues they were much quicker to deal with instead of having to build everything up from scratch.
  • Having an artist: Definitely enables the team to work on the game while assets are being created, instead of having to be made during or after development where issues can arise.

What went wrong:

  • Didn’t sleep enough: All three of us, me especially, thought we could spend the entire night working on the game. We didn’t. I could barely stay awake after literally staying awake for 24 hours, even with an abundance of food, drink and snacks to help us keep our energy.
  • Technical issues: While some performance issues were most likely due to some of the original code that was developed for the game, we also had numerous unexplained crashes from Microsoft and SharpDX libraries. This was especially bad when the game crashed unexpectedly with an unhandled exception while judges were looking at our game. This could’ve been one of the reasons why we didn’t get a place in the rankings, but since we were still using the Technical preview, hopefully issues would be ironed out afterwards.

Overall, I rather enjoyed ThreeThingGame. It’s a neat idea for a games jam and everyone at the University of Hull was very enthusiastic and eager to make games, which makes it even more impressive as the University doesn’t have a specialist games course unlike Staffordshire University.

Now it’s back to the Procedural Level Editor and my newest game project Gem Finder, where I’ve already started on new features…

Secret of Escape – Nearly Ready for Release

I’m happy to announce that Secret of Escape is now at the stage where release is on the horizon, so currently we are getting promotional content ready and getting a release date set so we can let as many content publishers and gamers know that we are coming.

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GBJam 3 Overview

Those who have been following me on Twitter have been aware for a while of GBJam, an online games jam, and of course, I’ve been working on a game for it. Therefore as today marks the end of the third GBJam, this article will be a part-summary, part-showcase and part-post mortem of the GBJam.

Play my entry, Galaticus, on GameJolt

Vote for it on GBJam

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GBJam Banner: Image from 2945 – Devblog

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