Sunday, March 23, 2008
PayPal experiment
Sunday, January 20, 2008
About old project, about new project and about Windows Vista
First one may looks like advertisement and believe me, I also never imagined that I could say it, but... I really like Windows Vista. It came preinstalled on my new laptop. At first I was a bit worried because producer don't provide drivers for Windows XP and I was prejudiced that Vista is a big, slow, buggy cow.. Now it's almost a month since I'm working with Vista and to be honest, I don't feel like going back to XP again. Of course first thing I did was restoring classic start menu and disabling Aero and sidebar (not that Aero and sidebar killed performance, but I read somewhere that battery life is longer without them). As for performance, the fact is that start up time of Netbeans and also compiling times are much faster compared to my previous hardware, thus making me a happier man;). Also things such as a new way to navigate around folders makes me more productive:). I should also mention that first service pack is almost knocking at our doors (release candidate is ready for download now). This service pack should enhance stability and performance as MS says. Future will show :-)
Second and most important thing which may make happy some of my readers (are there any?). After getting another mail from fan of Sigmore Mines game I decided to "again" start working on Sigmore Mines 2. Yeah I see you people rejoice ;-). Keep in mind that I'm not forgetting my Dwarfs King game. I plan to work on them both in parallel. I mean, an hour a day devoted to developing each game is not impossible for me. I'm more concerned that I woudn't stop after this one hour... Anyway... I want to officially announce that Sigmore Mines 2 is being developed. Also I want to officially ask fans of Sigmore Mines for your motivating support (hint hint -> start commenting my posts;-) ).
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.
Friday, May 4, 2007
Simore Mines Gold version
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 :)
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:
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.