Glaciators “Post-Mortem” And A Look To The Future

It’s been over a month since we released Glaciators just in time to quality for January’s One Game a Month. It was a crazy rush to get it out the door after the idea came up at PEGJam 4, one of my favourite annual jams to attend.

The concept was born during the twenty-two hour road trip from Toronto to Winnipeg. Michael Todd (of Michael Todd Games) and I were discussing ideas for the jam. He described to me a game with no friction, where you had four arrows. What he was trying to describe was an Asteroids clone. I completely misunderstood and thought the game sounded incredible as an icy-arena deathmatch. After clarifying that I had an entirely different game in mind, Glaciators was kicked in motion.

Starting with the code name Icerena there were numerous discussions on whether or not a game featuring people primarily in parkas with harpoons would be considered racially charged. Ultimately it was decided that Ice Climbers was seen as just as a cute game, and there was no reason to worry about it too much. Particularly when you’re developing in the dead of winter during a snowstorm in -30°C weather in Winnipeg, everybody is wearing parkas anyway because absolutely nothing else will keep you warm. (Note: some local Winnipeggers can tolerate temperatures as low as -50°C with nothing but body hair. Do not attempt this at home.)

 

Blood on the ice

Blood on the ice

Enough of that. Let’s talk a bit of tech. Glaciators was created entirely in ActionScript 3 using the Flex SDK to compile to AIR. From the very beginning, the controls integrated my MacJoystickANE which permits the native input of gamepads and more importantly analog joysticks. The controls are a bit like traditional hockey games in that you push in the direction you wish to go, but skating momentum will force you to take a wide turn on the ice if you have some speed already.

Harpoon (technically javelin) throwing is very simple, it will always launch in the direction you are facing and you can press and hold the throw button to “charge” up a shot to throw it further. Being hit by a javelin is instant death. You start with only four of them, so if you waste all of them, you’ll need to collect more from corpses and the ground which can be a deadly errand in itself.

The gameplay ended up being very tight and crowds quickly started to gather around which you can see in this great Super Gamer Podcast for PEGJam 2013. Several times it was necessary to kindly ask people to stop playing so I could add a new feature. This was easily one of the best games I had ever made and I was extremely excited about the clean, competitive, addictive gameplay. Alec Holowka of Infinite Ammo, PEGJam organizer and Indie Game Musician Extraordinaire whipped together a jaunty soundtrack that fit the mood perfectly. Things could not have gone better.

Unfortunately, the sales of the game since its “commercial” launch have been icy at best (ha, ha.) Two weeks is not a lot of polish time, but I had hoped that the one dollar price point would be enough to convince folks to give it a shot. To date there have been literally 20 sales total – after PayPal’s cut, that’s $14 or so. Less if you consider that I will need to convert from USD to CAD.

Still, this has been an amazing learning experience – and I’m certainly not finished with the game yet. I’ve been hard at work on a Level Editor and a revamped physics engine for Glaciators which I plan to release in the near future. The game is too good to give up on. Glaciators v1.1 will be launched with a few extra arenas, some powerups and the new physics. I’d also love to redo the art, as I’m clearly not an amazing artist and the colors look intensely bad on Windows. Hopefully it can gain a little more traction then.

Until next time, keep your javelin off the ice.

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Mac Joystick Input in AIR

using Adobe Native Extensions

When super cool dude Kyle Pulver asked around for help getting native joystick input for his super cool baby throwing game Offspring Fling, I figured it would be a great opportunity to improve my Flash chops a bit and maybe even get a ‘world first’ in the Mac AIR apps scene. (Okay, not really, but it sounded like a fun challenge!)

MacJoyANE is the result of a week of sweat, code and tears. The project consists of three main parts:

  • An XCode Project – builds a Cocoa .framework library
  • Flash Builder Project – builds an ActionScript .swc library
  • Build shell script – Takes the two library and compiles the final .ane (Air Native Extension)
  • This project links directly into the IOHIDManager for MacOS X and so far no issues have arisen, but it’s early days yet. It’s open source and I’m happy to take contributions.

    MacJoystickANE Project on GitHub

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    PEGJam and SUPER BUSKER

    So let’s get one thing straight. PEGJam 2.0 was incredible, and I highly encourage anyone looking to attend in the years to come to set aside the time to do so. Despite roasting in quite possibly 40°C+ conditions, the talent was so densely packed in this room that you could stir it with a spoon.

    Moving on. As you probably know the purpose of these here ‘Jam’ thingies is to create something new, awesome and fun. There were lots of incredible entries and I encourage you to find them … somehow. I’m not exactly sure how, there’s no central PEGJam game listing.  Alas.

    Super Busker Title Screen

    Super Busker

    SUPER BUSKER is my contribution to the madness. It puts you in the shoes of a panhandler trying to earn his way to the very top of the busker income ranks. Look for this to show up on a portal of some kind soon.

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    Dr. Precarious

    A couple weekends ago I attended the infamous TOJam 6. With the help of a couple others we jammed out a murder-mystery type game in 48 hours by the title of Dr. Precarious: Case of the Deadly Party.

    Dr. Precarious: Case of the Deadly Party

    Wander about the room and accuse various party guests of being the murderer you seek! Every incorrect guess results in the untimely death of another innocent guest, but each time the murderer strikes they will leave another clue which will help you narrow your suspects down. Enjoy and please leave feedback on Kongregate or here if you like.

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    We Get Redesigned

    We Get Signal Redesign Preview

    Well, it took quite some time but I finally saw the light. The old site was awful and relied on a twitchy Flash carousel that gave some people motion sickness. I figure that since I’ve designed more than a few sites over the past year I should spend some time on my own and make it pure CSS/JavaScript like the real companies do these days.

    On a related note I’m also redesigning the About and Portfolio pages in a similar fashion, but I think the blog will stay the way it is.. for now.

    Hopefully you all find this version a little more usable and attractive!

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    Game Jam for Developers, Artists, Designers..

    Are you Canadian? Are you interested in spending a day or two with a bunch of other wild and crazy Canadians who like to make games? No? Then don’t go here:

    Game Jam in Edmonton, Alberta

    For the rest of us, it’s an excellent opportunity to network, socialize and of course improve game development skills. I don’t know if I can make this particular one, but there is another coming up soon in Winnipeg (sometime in May.) Whether you’re an accomplished programmer or a total neophyte designer, it’s a good experience.

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    GiraffeRPG

    I’ve started work on another new project, a collaboration with one of the artists I’ve met through TIGSource. It’s under the tentative title of GiraffeRPG for reasons I am sure you can hypothesize on your lonesome. For the man known only as “J.R. Hill”, it is an outlet for his desire to draw giraffes. Many of them. Cute ones. My own ambitions were simply to create an RPG. I think that sums it up.

    GiraffeRPG in Development

    Right now GiraffeRPG has a working Tile Map Editor written for Adobe AIR. It’s also built on Flex 4, so I’ve been fiddling around with the new Spark components. Flex to me is far too cumbersome in most cases and I’m not even sure I really like it here. On the other hand, it did make rapid development of a functional editor quite easy and the ability (thanks to AIR) to access local files is really, really handy.

    Next phase of the game is to start working on building out some areas for Giraffey to walk around and some collision code to accommodate the various edge types. After that we will move onto ‘entities’, which include the characters and enemies of the game.

    If you’re interested in some of J.R. Hill’s artwork, check out his site Time For Cute.

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    Rock, Paper, Zombie

    While Mushroomer is being judged, I’ve started work on a new project that was originally penciled out several months ago. The concept is simple: Rock, Paper, Scissors… with Zombies.

    Now of course there’s more to it than that!

    Sadly, for the moment I’ll have to leave you with just a tiny hint of what’s to come. Enjoy.

    Rock Paper Zombie Logo

    Rock Paper Zombie Logo

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    Mushroomer in for Judging

    Mushroomer Preview Image

    Mushroomer Gameplay Screenshot

    As you may already be aware, Mushroomer was my (somewhat sad) entry into the TIGSource Assemblee Contest. Part one of the contest involved all sorts of great artists and musicians creating assets. Part two was for developers and designers to put together a game.

    Having never designed a game before.. it was a challenge, to be sure. After three grueling weeks of cramming all my spare hours into a new game engine, Mushroomer was born.

    Unfortunately a lot of stuff got left undone mostly due to my inexperience and time constraints. If you have a minute, try out the contest entry version of Mushrooomer. If you’re feeling particularly verbose, you can leave some comments in the Assemblee Mushroomer Forum Thread.

    I’m looking forward to doing more of this in the near future.

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