Pax South 2017

I'm back from Pax South this year and that means that I'll be able to post a link to the newest demo build for Six Aspects!  There's so much new stuff that we've implemented in the game and it really feels like I can see the light at the end of the features tunnel.  I really learned a lot at the convention and have recently made some choices about the game.

The first one is that I want to look into contracting out the art to get it done.  After speaking with some developers at the conference I learned about some good asset options that might fit my budget. 

Next I want to get this game finished.  It's been 3 years that I've been working weekends and other random times but it's time to go really hard with the completion of my bachelors in sight.  It would be great to justify getting my own booth next year if the game is in greenlight status.

I also thought about the plot line for the game, and I think that I'm going to go fairly minimal with it.  Right now I don't think people will be as interested in plot as they will be in gameplay.  I'm also thinking about how to make the towns less intrusive during the stages.  I still want the game to play really fast.

Finally I'm thinking about how to implement class changes in the game.  Originally I thought that I'd just use a scrollable list, but I'm starting to think that something akin to the talent systems in MMOs could work better.  This would allow the player to see all the options that their character has open to them.

Here's a link to the game I hope you like it!

https://www.dropbox.com/sh/5osppzhsg9yzllt/AAAKuEti70ShvvIg5F4_1Beta?dl=0

GenCON time means new demo release I hope you like it!

Wow, it’s already time for GenCON again this year can you believe it?  I’ve always focused on releasing my latest updates for Six Aspects close to the convention and I’m really excited to share all the updates with you!  The build that I’ve got to show you is really shaping up to be something that I think a lot of people are going to enjoy.  We’re starting to finally get to a place where most of the core gameplay mechanics are finished so that we can move on to fine tuning, adding lots of characters, iterating on ideas, and of course having a lot of fun!

From the last build to this one we’ve added the ability to defend towns just by standing in them they become your control zone!  This means that taking over towns matters more.  We’ve also started the ground work for a monetary system although it’s not fully completed yet.

There’s now more information on the force organization screen that you’re greeted with when you start the game and this is the first time that you’ll see our new character the thief!  She only gets one attack per combat but it’s a heavy hitting attack!  I wanted to get more characters in the game but this is all I was able to do right now.  My modeling has really stepped up from the soldier model to this one.  It’s likely that I’ll re-do his model in the future at some point in time.

There’s a new leader system in the game now.  Every unit requires a leader and if it doesn’t have one then you won’t be able to start the battle, so you’ll need to set them up before starting.  If your leader dies, then your units will auto flee back to your base and then promptly leave the battle.  Make sure to defend your leaders!

The final update is the new ability to flank and back attack your opponents!  Wow, this is one of the coolest things about ranked unit combat in my book.  There are a couple of bugs associated with towns that we’re aware of right now but it works fairly well.  For now, this means that a flanked unit might be exposing its softer troops like mages, archers, and most importantly its leaders.  In the future each row will change the type of attack your character can do.  This means that those mages are throwing fireballs in the back row but they’re doing a wimpy staff strike in the front row when they get flanked or back attacked.

The future of the game is looking amazing!  I can’t wait to get more classes and features in so we can start building out levels for the game!

Come find me at GenCON!  I’m working the Ninja Division booth and if you’re having trouble getting ahold of me just tweet to me @Errantsquire !  I’d love to hear what you think about the game!

New link to the demo!

I removed this link check the most recent post for the newest demo version!

Pax South 2016 & new Six Aspects build

I'm excited to have my first opportunity to work in the games industry.  This year at Pax South I'll be working for Soda Pop Miniatures/Ninja Division at their booth.  I'll be teaching people how to play Super Dungeon Explore and I've spent the last month and a half catching up with my painting of their models.

That's not all I've been working on though.  I've also been keeping up with my tactical fantasy game which I've decided to retitle Six Aspects.  I feel that the new name is much cleaner.  It's been super busy this last week as I've gotten together with my friend and mentor Chris DeLeon to stamp out some game breaking bugs.  I'm happy to report that the demo is at a playable state and you'll find a link to the new build below.  If you're reading this Chris thanks for all of your work on the project.

I hope to see you at Pax South this weekend to teach you how to play Super Dungeon Explore and you can talk to me about my game when I'm not working.

Link to the game demo!!!!

http://www.mediafire.com/download/5kxbz2pj67gpn54/Six+Aspects+Pax+South+2016+Build_Data.zip

The decision to focus

It's no secret that I have a passion for games, but I've found that, that very passion has been getting in the way of me making my own game.  Specifically the Hex $100k tournament has been a little bit to much of a focus.  On top of that I haven't been doing as much development during the week and so I've come up with a new system to keep myself on track.  The deal is that I'm not allowed to play any real games unless I get my work done that week.

Each week I'm requiring myself to spend 10 hours on developing my game and if I do that then I'm allowed to play Hex or other games.  If I do 20 hours then I get to go out to a cool restaurant.  So far it's been working this week although windows 10 has been a serious hindrance.   Windows 10 seems to be screwing up Unity and Blender which is unacceptable.  One other big decision this week is to only use Blender for my modeling pipeline and forget about other pipeline solutions like UMA (Unity Multi-Purpose Avatar), and others like it that I've looked at.  I might revisit them in the future after I've finished with this project but for now it's just a lot faster for me to build all my own models.

Lastly along with my 10 hour weekly commitment to game development I've decided to become more active with this blog, that way I can be accountable to something.  Anyways there's a lot of decisions that happened this week which should have a positive impact on getting my game going.

GenCON 2015

My heart was racing this morning as I woke up at 5am and discovered a major problem with my trip to GenCON this year.  I had made all the arrangements but only for 2 Days which would mean that I would need to call Expedia to see if they could help me sort things out.  Luckily I'm not hurting for cash and even though the cost was quite steep I was able to fix the dates and I will be attending the convention again this year.  I've done a lot to prepare this time around.  I purchased a new video camera, made some new business cards, and have submitted my interview questions to Hex for my interview this year.  To tell the truth I'm super stressed out about the whole thing.  The last couple of days have been a marathon to get something that will be playable before the convention starts.  Of course I'm still working on my video game Six the Aspects of Man and it's at a state that's mildly playable.  Today Chris Deleon and I will be working on creating win conditions and death conditions for the game.  I've done a lot of the groundwork but I'm worried that I won't be able to post it to my Squarespace website.  My wife has been rather unsupportive of my endeavors which hasn't helped me much either.  I just pray that God will help me in my time of need.  Speaking of which I need to spend more time praying.  Honestly I don't think that I'll get very far with this game without God's help and I haven't really been giving Him the credit that He deserves for helping me get this far.  I suppose that only time will tell what His will is for me and I need to be receptive to it.  Changing my itinerary has placed me in a different hotel, and that may afford me some opportunities that I wouldn't have otherwise.  I'd say that having this deadline has been good for getting things done with the game functionally although it's also trying at times.  I really hope that I can get a demo set up, but if I can't then plan B will be to post a video of myself playing it.  I hope to see you at GenCON and if you're one of the many that I give a business card to this weekend thanks for talking to me!  Make sure to check out my game and let me know what you think.

Pax South

As I write this I'm nervous about the video I'm compiling.  It's the first real look at my tactical fantasy game which I've named "Six: The Aspects of Man."  The game actually doesn't look that bad but of course I still feel that it could be better.  This weekend I'll be attending Pax South and really hope to glean a lot of good information from my fellow indie developers.  I know that I haven't been much on keeping this blog up nor have I been doing my dev VLOG's but I have been working on the game and making more progress than I had before.  Other things that are going on right now are a future family move and I'm also working on my Computer Science Bachelors degree.  There's a lot to juggle these days but I suppose it's better than being idle.  I'd just like to say that working with Chris Deleon has improved my productivity on the project 10 fold and if you're serious about making game I highly recommend looking at his Hobby Game Development program.  Hope to see you out at PAX, wish me luck and don't forget to give me some feedback on my game Six: The Aspects of Man!

 

Happy Thanksgiving!

The last time that I made a blog entry was before I went to GenCON which was a long time ago.  Rest assured that I'm still developing games, and much like most people there's a lot that goes on in my life just like everyone else.  Thanks to my work with Chris Deleon I've made some real progress in creating a combat engine that's inspired by the old SNES Ogre Battle.  I'm hoping to have it done by the time that PAX South comes around in January.  It would be nice to have at least a YouTube video of the combat playing out to show people that I meet out there.  I've recently started using Trello and am thinking that future blog entries will simply be excerpts from my notes that I take down after doing a game development session.  I've also started working in Blender and it has been somewhat arduous but I'm getting more efficient at using it.  I'm hoping to have more blog entries for people that are interested in testing out my fantasy tactical game in the future which has yet to get a name.  I have tossed around some idea's like "Battle Squire" or "Mercenary War."  Honestly I'd like to make up a word that's two syllables.  Oh well it's a rather low priority right now.  Right now I'm working out the in combat targeting system.

Thanks for reading!

v/r

Charles Zammit

GenCON Here I Come!

     I'm very excited to be going to GenCON again this year!  Last year was my very first experience and I remember thinking then that it would be a long time before I would be able to go again due to the cost and time associated with it.  Luckily things worked out and I have the support of my wife to be able to go again this year.

     This week I had a huge milestone in my company when I created this website!  There's not much on it right now but everyone has to start somewhere.  I didn't have any time to do my development video this week, and there wouldn't have been much to say anyways.  Work has picked up recently and so I don't have the kind of time that I had when I created Constantine I & II.  I'm still working hard on making my next game though.  I'm still focused on creating something that will be similar to one of my all time favorites Ogre Battle.  Chris DeLeon has made some great learning tools for me to control units in three dimensional space in Unity 3D and so I've started to script the combat which will trigger once they engage each other.  This led me to some more trials and tribulations.  At first, I had a really hard time programming the combat card for each unit to be read in.  Specifically I was misunderstanding the syntax necessary to create variables inside a class.  After working on it for somewhere between 2-3 hours I did have a breakthrough.

     When I'm working on something intensely it's probably one of the worst feelings to know what I want it to do and not be able to get the program to do it.  The sheer amount of euphoria that I feel once I've discovered the answer is truly awesome although it doesn't always cancel out the pain that got me there.  It's just like Chris DeLeon says in the "Hobby Game Development Handbook" - you have to practice making games, you're not just going to wake up one morning and know exactly what to do (DeLeon).

Thanks for reading my first blog post!  I've been meaning to post some of my D&D 4.0 modules for the public to read and use.  If you've played my game Constantine you may notice that some of the scenario's in the game are based on the modules.

Enjoy!

http://www.mediafire.com/download/0i9v2riwvs678bd/Ophen+Modules.zip

v/r

Charles Zammit

Errantsquire