Saturday, December 22, 2007
Merry Christmas :)
Monday, December 17, 2007
Next milestones of Dwarfs King
Besides today at 9 pm I have flight to my home at Poland and I will return to Denmark in the mid of January :). I'm longing for my TV series :).
Tuesday, December 11, 2007
Dwarfs King : Idea
Dwarfs King
This is working title of my game. Actually if someone can came up with better name, I would be grateful.
Idea :
The idea is a mix between Evil Genius game(or Dungeon Keeper), Settlers and a bit of Majesty. Basically you are the king of dwarfs, you build your kingdom inside a mountain (Think of Tolkien's Moria), taking care of your subjects. You need to gather resources and maintain economy of your kingdom, while fighting with thieves or demons from the depth.
Your subjects are autonomic just like in Majesty. You can assign them professions but they will decide if it is time to work or to go to eat something (every unit has it's needs : hunger, rest etc).
What's already done :
As I said in previous post, I'm more concentrating on gameplay mechanics then graphics, so all graphics now are placeholders. I already have map of the dungeon displayed on screen. Worker unit which can find automatically it's way from point A to point B in the dungeon. Building of corridors is also implemented. Simple resource system is also there. Right now I'm working on simple unit's needs system. It would be nice someone could instruct me how to make a video from my app and send it to youtube. You would be able to see what I'm talking about now:).
Wednesday, December 5, 2007
Prototyping with MVC pattern
Okay, enough with the introduction part, lets talk about the meat ;). When I read that I'm actually planing at some point to switch from 2D to 3D you probably thought: "What? Isn't it more work when writing for 3D from the beginning?". Well not exactly. You see, I've designed every part of my code with Model View Controller pattern in mind. Sometimes 3D and 2D differ only in presentation of the game world, but model part, I mean how you store your units, dungeon data and so on, are the same either it is for 3D or not. And now I can only switch the view part to have a 3D representation of my game, and use 2D part as a minimap of the area :) (fully functional by the way because you can actually play whole game in the map view;) ).
I didn't write much implementation details, because I don't know if you people are interested in it. If you want me to give more details on this, just left me a note in comments. Oh, and I think that my next post will be about idea of my new game itself, so you will know exactly on what I'm working on. And no it is not an RTS game ;).
Saturday, December 1, 2007
Time passes by.. and some sales stats.
Few weeks earlier I was making a "research" about game ideas which I would want to make. I have written all pros and cons for few different games among which was Project GAWIN, tactical game like UFO:Enemy Unknown, and few others. I've picked one, cool enough to make me wanted to play it when I was designing this game. Also I have sent some of this ideas to few people and they also have chosen the same game idea:). So, now I have a nice idea to work on, but I don't have time to do it.. Oh, one more thing, this time the game will be not for mobile, so if anyone of you wait for my next mobile game...sorry, not this time folks.
If you ask why I'm not so eager to work on next mobile game, or why I'm not making next version of Sigmore Mines (ok this one maybe I will make in the future)?
Here are sales stats from my site for 1 Dec 2007 :
Sigmore Mines total sales : 38 (plimus) + 5 (paypal)
Treasure Digger total sales : 5 + 3(paypal)
Block Logic : 0
I started selling SM from January in 2006, so as you can see it's not much. Ok I admit I made this games for my joy and portfolio. Money never was something what I was counting for, but still it's nice to get some cash from your hobby. So if this is for my enjoyment then I want to make something what I would like to make, and that means PC game ;). Besides if I would make it properly I could price it at 20$ instead of 5$ :P.
Thursday, November 15, 2007
My small app :)
Monday, November 12, 2007
Sigmore Mines 2 or Sigmore Mines Upgrade
Thursday, November 8, 2007
Sigmore Mines 2 - 8 Nov 07
Recently "Uthar" is giving me much support when it comes to new ideas, bug fixes and comments about gameplay. He has made few sprites for SM1, and in particular the way how Sigmore Mines 2 will look is mostly because of his ideas and propositions. So big thanks for him for that.
Monday, October 29, 2007
Block Logic released
Tuesday, October 23, 2007
Block Logic - the look
I've got 20 levels in Block Logic right now. Ideally I would like to have 50, and start making SM2... Making levels is a long process. It's even longer when all your ideas are eaten by the few beginning levels..
Any way are are some screens from level two and three. BTW What do you think of this kind of isometric view for SM2?
Sunday, October 14, 2007
Block Logic - almost finished
Saturday, October 6, 2007
Block Logic
Sunday, September 23, 2007
Status quo
I think I will work on it (Project GAWIN) again in some future, but I don't think that it will be in the same form -> probably I will switch to top down 2D view, but how knows - it's a distant future isn't it?
Right now I'm making quite fun logic game for mobile phones - it's using isometric title engine which later I want to use for my next roquelike project. This new roguelike will not be direct continuation of Sigmore Mines, but as I gained an experience (and some user feedback also) by developing SM, I want to create new game from scratch. This time I hope it will be bigger, better and more addictive. In parallel I will develop the same game for PC platform (I hope). If you have ideas for this new roguelike rpg, just write about it on my forum.
After that I will go back to GAWIN.
Monday, September 10, 2007
The GUI stuff
From other things, I tested GAWIN on macbook (G4) and it worked flawlessly out of the box :)
Thursday, September 6, 2007
Internet acces
Monday, August 27, 2007
Denmark on the horizon
Wednesday, August 22, 2007
Camera improvement and new GUI stuff
Monday, August 20, 2007
Some GUI stuff
Drop down of FPS is because of not frustum culled planets - easy to fix in future :)
Saturday, August 11, 2007
Randomness.
Sunday, August 5, 2007
Project GAWIN : 5 August
Recently I have discovered a blog of someone who is just like me creating the same type of game, using the same technology - Java. Well he is even in my age :P. Hmm, a friendly competition? Cooperation? All I know that he has working gui stuff, so I have better get back to work ;) Here is a link to his work : Solariad
Friday, August 3, 2007
Project GAWIN : 3 August
- billboards : you can see one which represents "selection" of planet
- skybox
Meanwhile my friend is working on frustum culling. Oh, yes I'm not doing this alone anymore. Remember when I said that my friend wanted to participate in development? Well, she is participating :) (yes SHE ;) ). She have implemented materials and lights already.
Thursday, August 2, 2007
GAWIN : New update
Tuesday, July 31, 2007
Project GAWIN - First screen
The dwarf and text are just 2D gui test stuff (yes this is still my own furion engine written in java), what you can see is star (the biggest sphere in the center) and two planets, one planet (this bigger one) has one moon. Engine has it's own scenegraph implemented so planets are revolving around star and moon is revolving around it's planet and around star.
Sunday, July 29, 2007
My inactivity on blog
As for my new game - it's slowly, but steadily advancing. I will post some screens in near future.
And I have problems with giving titles to my posts..
Friday, July 13, 2007
I have internet again :)
Regarding my job as a game developer, I'm still waiting for their response... Well, if they don't answer I will have more time for my own game projects. I have told a friend about my new game idea, her reaction was enthusiastic and she want to take a part in this project ;). If I only had time..
Friday, July 6, 2007
6 July - I'm still alive :)
Also in July I have practices in some software development company, from 9 am to 5 pm I'm developing web portal for newspaper called "Echo Miasta" (Echo of City). I'm mainly creating components for Joomle! (PHP + MySQL).
And there is also one nice thing. Recently I have been contacted by company who offered me a job as a game developer :). If they take me I will be creating mobile games in java for them. First I will be given some project testing my knowledge and abilities and if they like it then I will be professional game developer ;) .
I would like also to thanks people for buying my games :). It's nice to read all this sales confirmations :).
Friday, June 29, 2007
New place
Saturday, June 23, 2007
My new game idea :)
- It's not hard to make (but also not so easy)
- It has high-score
- It could be for cellular phones and for PC
- It addictive if done good
- It don't need complicated graphic
Monday, June 18, 2007
Plastus - testing main character
Friday, June 15, 2007
Bryce 5.5 for free
Bryce is a 3D landscape modeling, animation, and rendering software.
Have fun :)
Thursday, June 14, 2007
Input system
Tuesday, June 12, 2007
Animation of sprites
Monday, June 11, 2007
Sprites
As you can see on this screen, my next game will be called "Plastus".
Sunday, June 10, 2007
Loading of textures
Saturday, June 9, 2007
State Manager
- StateManager which is singleton and has such functions as pushState, popState, changeState
- State which is abstract class with abstract functions : onEnter, onExit, onUpdate, onDraw, onInput
Friday, June 8, 2007
Initialization of game window
I wanted to paste here UML diagram but blogger don't want to upload my images and I don't know why* :(
Anyway I have AbstractGame class, which has abstract functions such as start, render, update, initialize, and VariableTimestepGame which implements this functions.
Before the window is created, application shows dialog with options regarding screen res, depth buffer, screen frequency and fullscreen/windowed mode.
*it's working now so I will upload some images
Thursday, June 7, 2007
Parts of Engine
When creating such engine first problem is how to organize it's internals into logical subsystems. We need rendering subsystem, input subsystem, sound subsystem, sometimes physics subsystem and something responsible for the game loop. When I will create my engine I will probably start with subsystem responsible for creating game window and game loop, then I will concentrate on rendering and inputs. Last stage will be creating functionality to play sounds.
Wednesday, June 6, 2007
Game Engine
Tuesday, June 5, 2007
A catchy game
- Some high-score system, so players can compete with them selfs. This system doesn't have to be made using points, for example in Diablo such high-score system was in form of player's character level. The higher level character was equivalent of higher score. Anyway, addictive game should have some kind of ranking.
- User customizable content. It would be nice if players could make maps for their favorite game or create their own units, in game logos, avatars, or weapons.
- The game should have some elements which make player "involved". Such element could be hero which player controls and can identify with or something what player creates like city (in sim city) or town, base, organization (in any tycoon style games).
- Humor - This is always good, I remember playing Fallout games because of this.
- Rewards - it's good if game rewards player for his efforts. It's connected with high-score system, but this is not the same. I mean, if you play long, your character is stronger, more powerful. Your empire is more significant.
Monday, June 4, 2007
Game ideas
I have these ideas :
1) Space station manager - I have written about it previously.
2) Space trading/exploration game - you have one space ship and some cash, you may travel across universe, be a pirate or fight with ones
3) Something like Sigmore Mines but for PC..
4) A game where you flight an old aeroplanes (yes I've watched recently "Flyboys" ;) )
5) Platformer
6) other ideas?
Friday, May 4, 2007
Simore Mines Gold version
Friday, April 20, 2007
XNA Shaders
I've just putted on my page source code to some shaders in XNA. You can find them in University projects.
What's in package :
- Phong Lighting (per vertex and per pixel) : Key 1 and 2
- Bump-maping : Key 3
- Paralax-maping : Key 4
- Miror like material : Key 5
- Glass like material : Key 6
- Glass like material with light spliting : Key 7
- Glass like material with light spliting : Key 8
- 2D Post processing - Negate : Key 9
Tuesday, April 17, 2007
What's happening.
First thing. When I wrote Sigmore Mines (version 1.0) I played it few times.. I thought that I have a final version. I uploaded it on getjar (this was at the beginning of February) and I were happy of feeling that I have done something to the end. Now, just few minutes earlier before I started typing this post, I uploaded to getjar SM version 1.05.. Looks like some people enjoy my game and actually play it - which is good, while they play they find bugs - which is good and bad... Good because I can fix bugs and make my game more enjoyable, bad because my game shouldn't have any bugs.. No I don't claim that I'm some super human who creates bugs free code, but some bugs where so stupid that they shouldn't ever be in first place. For example bug which makes that monsters at any dungeon depth where just rats or orks.. The pseudo code for this looks something like this: if player.getDungeonDepth > 4 then do something, bugfix to this was: if player.getDungeonDepth <> or vice versa, but you know my point : don't write code after midnight ;)
And my plans for games? Writing bug fixes of Sigmore Mines (if any left). I'm in the middle of creating new game for mobiles, nothing RPG,this time I wanted something easy, casual and what I will be able to develop fast. I'm also planning new RPG for mobiles, at the beginning I was thinking about continuation of Sigmour Mines (I've created design doc), but I added so many things/ideas/gameplay changes that I can't call it Sigmore Mines 2 :)
At university I'm still torturing XNA, this time shaders come to play, you can expect demo with per pixel phong lighting with attenuation, bump-mapping, paralax-mapping, reflection and reflaction.
I also want to learn Ruby language, master Ruby on Rails, and if I like Ruby maybe I will contribute to it in form of 2d game engine for RPG games (Ok there are such engines but this time it will be mine), time will show ;)
Tuesday, April 10, 2007
New news
- Alias to my page (www.kamilt.go.pl) is not working since a week now.. I've created new one on different host : www.kamilt.1k.pl . Or you can use direct link : http://zb.net.lodz.pl/~kamil/ ..
- I have signed partnership with Hovr.com. Now you can download Sigmore Mines and Treasure Digger from them for free :) (but you will see adds while starting the game)
- I'm working on new RPG for mobile. Right now I have design doc done. I want it to be in 3D. Stay tuned :)
Friday, March 23, 2007
Raytracer : next iteration.
As you can see new thing added are reflections :).
I'm also happy because today Sigmore Mines has been bought by fourth(yes 4th) person. Now I can buy new Porsche ;). Btw if you have any suggestions regarding how to make SM better, feel free to post about it.
XNA Pacman (or PackMan in this case ;) )
Thursday, March 22, 2007
What I'm doing now
But there is one thing I can show you. On subject called Photo-realistical graphics, we are making raytracer (each one it's own). Here is picture from latest version of mine :
There are two spheres and a plane. Scene contains also 3 light sources.
Friday, March 9, 2007
What next?
Monday, February 26, 2007
Buy button.
Tonsillitis..
Thursday, February 22, 2007
Final Version of Sigmore Mines
Sunday, February 18, 2007
Graphics and Weapon Slots
Here are some screens :
Friday, February 16, 2007
Back to reality again
I also want to say that after a month of running this blog I've got my first comments from people what are not my real live friends. Thanks :) especially to Marcell Gál, for such a great comment on getjar.
Tuesday, February 6, 2007
Last update before a skiing trip
Here you can see a new graphics and hiding mechanism in action:
Sunday, February 4, 2007
Which Superhero are you?
Hot-headed. You have strong will power and a good imagination. |
Click here to take the "Which Superhero am I?" quiz...
Ha ha, nice isn't it?
I'm going to the mountains for skiing for a week so there will be a brake in my working on SM. I'm adding quests to it.. slowly. I'm also thinking about making titles bigger a bit. Here is my new hero sprite : What do you think of it?
Saturday, January 27, 2007
Another milestone
Wednesday, January 24, 2007
Update for getjar almost ready
Updates from previous version :
- Magic! ( with spells like fireball, frozen blast, identify, show enemy stats, etc.)
- Icons what shows what kind of weapon are you using ( melee or distance )
- Ability to buy and equip item at the same time in blacksmith menu
- Now magical knife will not add to archery attribute and magical distance weapon will not add to melee
Wednesday, January 17, 2007
Updates, updates and updates
- Healing shrines
- Some form of gambling : you can buy unidentified items
Tuesday, January 16, 2007
A few Sigmore Mines updates
As now I have a beta tester, the quality of Sigmore Mines is going to enhance:). Right now I have a new version laying on my hard drive with such changes as :
- Portals and stairs are asking you if you really want to use them
- When distributing level up points to attributes, "go back" will only automatically gain focus when there is no more points left
- Magical items in inventory are now marked with "!" sign
- Fixed bug in key handling function what prevented using targeting on some phones
- Fixed some minor inconsistency in menus
- Tuned up difficulty level because the game was a bit to hard
- Sometimes you need a key to go down to next dungeon
- Main screen shows now what weapon are you using, if your hit-points goes to low,they will change color to red.
- In character screen there is info about how deep in dungeon you are.
I will update version on http://www.getjar.com/ when I will make more things, right now I my "to do" list looks like this :
- add ability to load and save game, this feature will probably be the only difference between demo and commercial version
- maybe add a bit more variety in titles
- add healing shrines
- looked doors with keys on enemies
- quest : kill enemy X and take his weapon or something
- some form of gambling either cash gambling or buying unidentified items like in diablo
- this one is quite fun : go to my website, watch an add or something and get a code for free gold in game :D
- quest : find/rescue a person guarded by a mini boss
- ability to view enemy stats (this could be as a magic spell)
- and of course I need to add magic attacks
Sigmore Mines and few more things.
First of all I want to thanks for all the feedback I've got about Sigmore Mines. Some people have even asked how to buy full version:). Looks like my work on Simore Mines is not going to end so easily ;). My priority now is to add ability to save game state. Then I will look at magic, but I think that magic should be more as something what give bonuses for example "for next 20 turns you have +2 defense".. well it's something I need to think about. Any ideas are welcome :).
As for my next PC game, I'm going to work on it in parallel with Sigmore Mines, so don't worry nothing will be abandoned. Only one thing has changed. In previous posts I was talking about Space Station Manager.. Well I still think it would be a great game, and I always wanted to make some kind of manager game, but lately I have bought a card game called "Dungeoneer". It's tactical-fantasy game with cards, dices and such, really cool :). So cool that my next PC game will be some kind of tactical fantasy :) (but I still want to write this Space Station Manager, it will still happen, but in far future). When I have spoken about it with my friends they said, that if done well, it could be even better then this "manager thing".
My vision of Space Station Manager
In regards to Space Station Manager:
If everything goes as planned, Space Station Manager will put you in a role of captain and manager of station orbiting around a planet. The planet could be hi-tech,medium economic or mainly mining colony. Type of planet determines how much and what kind of traffic is coming from and to planet. For example mining colony will mostly export minerals, while hi-tech planet will generate manufactured products. As for the gameplay I'm planing right now two modes, first mode will be free play (sandbox) where you do what you want, second would be scenarios where you must do some scenario given tasks as for example earn 1.000.000$ in 1 month.
As for Sigmore Mines, I need to prepare release version and put it on my site and on www.getjar.com. If this game will draw attention and somehow people will begin to ask me for more polished version, then I may start working on it again.
Sigmore Mines for free?
Sigmore Mines is roguelike mobile game I've been developing as my next project after completion of Treasure Digger. The development time of this game has been extended quite a lot by my studies and now I'm at the point where I begin to think that it is time to let Sigmore Mines go as a free game (and a bit uncompleted comparing to my original idea of how it should looks). If you like it you can think of buying Treasure Digger as a form of donation :).
As for my next project I'm thinking about going back to creating PC games. There are few ideas floating around, but right now the idea of space station manager has the best changes to be picked.
Treasure Digger for Your mobile
This is my first commercial game for mobile phones. It's quite good and I'm proud of it :). Here is description from my web page :
Logic game, You are a dwarf, which picks gold. Watch out for falling rocks which may kill you or cut your way out.
Game Features:
- ability to save your progress at any time
- ability to turn on/off sounds
- next levels unlocks as you pass through
- 20 mind challenging levels
Here you can download it ==> My games web page :)
I hope you like it.