From KS to IndieGoGo

From_KS_To_IndieGogo

This might be a bit less important for you than me (hopefully) but I’ll have to do the Crowdfunding campaign on the IndieGoGo platform.

As you might know, I’m from Slovenia where Kickstarter is not available. I have some connections that could put the project on Kickstarter but most likely I would have to do it a bit later which I can’t really afford. That’s what happens when you start to inform yourself about stuff too late. So, this is it. Date is staying the same, just another platform.

I know IndieGoGo is well known for much lower percentage of successful projects than Kickstarter but I have good faith in the campaign. I’ve learned that you want to see that game done and that’s all I need for this campaign. We can do this!

Another positive point for you is that you may pledge via PayPal while Kickstarter doesn’t allow that.

Courier_On_IndieGoGo

So this is it, new banner in IndieGoGo colors ;)

I hope to see you there on 11th of November.

Wednesday Recap #32

newspost

You might have heard that Kickstarter date for the Courier of the Crypts is revealed. I’m yelling around about it for a week now. Because preparations takes time I’ll stop with the weekly recaps until the campaign. After that, everything will go back to normal. So, no more recaps for 1 weeks but don’t worry. Instead of text blocks I’ll supply you with image material. That’s cool right? :)

Let me show you some stuff then.

✰ Sewers ✰ Tentacles ✰ Pathfinding ✰ Torch/Health bar ✰ Secret Areas ✰ Screenshots ✰ Much more ✰

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Kickstarter date announced for the Courier of the Crypts

CotC - Kickstarter announcment

This is it everyone, it’s going to happen. Courier of the Crypts is going to the Kickstarter on 11th of November 2014. This is when you can show me your full support. I’ll need your help once again – I’ll need to spread the word and I will need your likes, shares, retweets, forwards etc. and if you love what I’m making, your pledges.

If you don’t want to miss it you can subscribe to the mailing list on the game’s website. Alternatives are Facebook and Google+ groups, Twitter and IndieDB page where I’ll make sure everyone knows about it.

See you there everyone ;)

Wednesday Recap #31

Hello everyone. I’ll keep this report quite short since I was working a lot on the details (polishing…) for one of the maps from the demo. Don’t worry though, I have some cool stuff to show.

Animated goodies

On your way to the crypts, you’ll pass some wicked and cool stuff along the way. This for example, is the village church near the crypts where you’ll pass a silent and staring grave digger. Church bell is ringing, mist is crawling around…it’s quite an ambient, I can assure you.

 

 

 

 

That’s one part of the polishing I’ve done. My weakness is to polish stuff to the point where 99% people won’t see that tiny pixel flying around yet I’ll spend lots of time on it.

Of course, this is far from polished but I like it so far and I’ll leave it like that for a time being. What do you think? How does it feel?

Just remembered that I forgot to animate that spilling lava texture. Woopsie!

Map editor craze

I was talking about huge number of objects in the maps many times, how the connections work etc. I’m already working on the standalone article about that but for now, I would like to show you something. Map I’ll show you counts 491 objects so far and I don’t even dare to check how many connections. This is only a piece of the map I’ve mentioned. Check out how it looks like with all the connections and objects.

MapEditor_Conneections

 If you want a more detailed view, click on the next screenshots.

MapEditor_NoConnectionMapEditor_Connections

If you check those screens you’ll see there are many different types of objects. More of them I make more freedom I have with the map editor. I would really like to release map editor after the game release because I would really like to see what players can make.

But you know how it goes – more freedom, more possibilities and more problems.

Kickstarter

I’m on the verge of the kickstarter date reveal but I need few more days to plan things out to see if I can make it. I’m very excited but there is a lot of work for me to do from demo version itself to sending emails, video creation for the KS and much more. Stressful and enjoyable month(s) here I come :D

Wednesday Recap #30

I’m back with regular Wednesday Recap! I hope you all enjoyed the new teaser trailer and thank you so much for the patience. You did watch the trailer right? No? What are you waiting for then?

New website
newwebsiteAs you might know I’ve also released a new website that beats the old one 9000 times. If you happen to be a writer for the gaming site then I invite you to visit press part and get yourself some press-kit goodies and learn more about the game. There is also a support part of the page where everyone can help me out be clicking the social buttons and sharing the game around your circles via facebook, google+ and twitter. I’ll add more options over time including.

News

KickstarterIn last few days including right now I’m thinking about the Kickstarter campaign date and it’s hard. I would like to do it asap but I need the demo ready first. I’m working on it and at the best it will be done in 2 weeks. If that works out then I’ll be starting the campaign on November. This is what I’m discussing with myself so nothing is final. I’ll let you know when I decide for good.

Courier of the Crypts mentions

igm

IndieGameMagazine (IGM) did a coverage on the game and I can’t tell you how honered I am to be on their site.

 

Game was also featured on the ConsoleFun.fr. If you understand french or if you trust uncle google then you’ll understand what they say about it.

Contacting gaming sites

I was sending some emails to the gaming sites to see if they would do some coverage for the game. I was featured on few sites without contacting anyone so this is my first time writing to them and I’m nervous about it. We’ll see what happens but so far it was a nice experience.

Development

  • Tutorial
    keyinteraction
    I always disliked lots of text and pauses and whatnot in the tutorials so after some brainstorming I implemented key tutorial for starters. Eg. key for interaction will show two times in a row then I’ll let player figure it out for the third and fourth time. After a while I’ll show it again and that’s it. I plan to introduce mechanics slowly, step by step from interaction to torch handling.
  • Bugs bugs bugs
    I had lots of fun with bugs in last two days…no, not really. FMOD was causing me some troubles with 3D sounds, animations weren’t playing correctly at some points and hud was popping up even when I didn’t want it to. That and few more stuff with linking objects and triggers. But everything is solved.
  • Polishing
    I did a polishing run on the first map of the demo. Adding details to the map like objects on the ground / wall to the smoke particles in the air, sounds, lights etc. That’s the best part of the map design for me.
  • Adding and editing components to the map editor
    This takes quite some time but it’s worth it and again worthy it. When I’m talking about map editor components I’m talking about those silly objects that I’m placing around in the map editor. More components I have more stuff I can make. One component consists of the object with functionalities and triggers. For example, doors are 1 component – I have to draw those doors, then I have to program them to open and after that I have to set the trigger which tells you when will it activate other objects. You see, every component can be activated by the others or it can activate them. I was thinking to make a new blog post just to explain that system because it’s dynamic and powerful – interesting enough to read about I take it.

Health / Torch bar  <— big changes

It might came to your attention that there is no health bar / hearts in the game. That’s because there wasn’t anything like that – one hit and you’re gone. Through the history of the game people were dying like crazy on simple traps. Maybe I introduced traps in a lame sort of way but anyhow I needed some kind of system that won’t insta kill you.

Torch bar & Health bar

1. Idea - Torch bar serves as a health bar as well. If you’re walking, the light is decreasing but it would also cut it down if an arrow hit you. I was playing with this but then I couldn’t accept it since torch is deadly important and I can’t allow players to lose light just like that –> 2nd idea.

2. Idea (accepted) - Let’s have a health bar…and the torch bar. When your torch is turned off, health bar would be active. This means that enemies can’t get your flame but they can lower your health. If you’ll have flame active and something hurts you, magic flame will defend you at the cost of the light. What’s more important to you, light or health? It’s your choice! Switching between the two will have a cooldown timer so you can’t use the system to trick some enemies.

That’s it for the week. I’m sure there’s much more I forgot to mention but I can’t help it. There’s just so many thing going on right now. Thanks for taking your time and please, if you like what you see, please, share the game with others.

Have a great week(end), until next time! :)

Relaxing music list

Relaxing MusicOur lives can be very stressful sometimes and music can help you calm down. When I’m working, be it game development, studying or cleaning, I like to listen to various type of music but I always prefered soothing pieces. People at Indie Game Developers group on facebook started a conversation about relaxing music so I’ve decided to finally make a list of music where everyone can find it. I hope you’ll find it useful as well, whatever you’ll be doing.

“Life is so much easier when you just chill out”

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Wednesday Recap #29

Hello everyone, I hope you’re having a great week so far. Great or not, I’ll try to make it a bit better with this post, ok?

Last week I left you empty handed because I was studying for the exam and there was not much progress done except the one for the trailer which is TOP SECRET for now. I’ve passed 1/2 of the exam (oral part left) so at least time wasn’t wasted.

To get your attention – have you seen latest screenshot? The one titled Disembark that I’ve posted this Saturday? Here, this is the one:

Courier meets the mummies with some "friendly" oil urns after his disembark.

Courier meets the mummies with some “friendly” oil urns after his disembark.

Question that will be answered: Why is trailer taking so long?

Those who follow me for a long time already know that I have lots of things planned, drawn and designed but I don’t have everything implemented in the game. Far from it. Normally, I’m implementing stuff while I work on the maps. I do have prototypes for most of the stuff but prototypes aren’t enough. That means I’m implementing stuff and building parts of the maps just for the trailer right now. No harm is done though for everything will be used in the game as well later on. Except for the delay, that’s the minus here and I’m sorry for that.

Animating the big fire dude

Pixels here, pixels there, pixels everywhere

Pixels here, pixels there, pixels everywhere

Courier will meet this fire dude at some point and you’ll be able to see it in the trailer as well so I had to take my time to make some animations for it. It takes some patience and lots of time to animate pixel art stuff, especially big stuff like this one. I’ll show you only idle animation for now ok?

More stuff

Here are few more stuff that I was working on this week. Let me remind you that this is not the final quality of the game. I’m far from polishing phase so…yeah. You know ;)

Ahoy!

Ahoy!

Deadly-fiery-explosion spell that will be casted by some deadly crypt dweller

Opening chests was always fun right? I’ve done some slight improvements but I’m still not entirely satisfied with it. More shiny lights and treasure next time.

Opening the chest

Question that will be answered: Soo…when is the trailer release date again?

When it’s done! No, seriously, I’m doing my best – it’s over 50%, music is shaping pretty well, visuals are there and people say it’s not “THAT” boring so far. So, I guess that’s it for you. I would like to say next week but I won’t because I don’t know what problems may arise.

TrailerInMaking

Windows Movie Maker now, I’ll need something else later

That’s it for the week. I hope you’re satisfied with the gif animations and that lots of text didn’t bring you down along the way. Have a great week on and enjoy the weekend ;)

Screenshot Saturday – Disembark

Courier meets the mummies with some "friendly" oil urns after his disembark.

Courier meets the mummies with some “friendly” oil urns after his disembark.

This is this weekend’s #screenshotsaturday. One of the maps will feature a boat ride and next to fast water slide you’ll be stopping at some points to do X stuff. At this stop, Courier was welcomed by mummies – not particularly nice welcome anyway.

Wednesday Recap #28

Hello everyone! I hope you had a as great week(end) as I did. I’ve done a lot of progress on all sides of the development and I’m closer and closer to the demo, trailer and kickstarter. Let me start with the cool stuff!

Creepy foggy fog

I’ve made this simple fog which looks really nice in the game or at least that’s what I want to believe. Thoughts?

Behind the scene for the devs: I simply render two fog sprites (one is flipped horizontal) with inverse alpha value factor which I’m changing up and down. This gives you a feeling that fog is changing it’s shape. Add movement to it, place more instances and you’ll have nice simply fog in your game :)

Screenshot

Courier binded on the sacrificial altar by the shadowy figures.

Courier binded on the sacrificial altar by the shadowy figures.

Cultist

I wish I could tell you more about this but I can’t. Let it serve as a teaser ok? I just wanted to let you know there is more in to game than walking and shooting urns at the mummies.

Off we go!

Off we go!

Another thing I was working on – boat! This was in the plan for a long time and it’s in the game now. You can control it and before you ask – yes, it will get really fast at some points.

Teasery-trailer in development

Teasery-trailer-work

I’m a bit late but it’s in development. As you can see from the image above, plan is done amd some scenes are ready for recording. I still need more footage to make it cool. I’m really exciting about this for I’ll be showing Courier of the Crypts in action on the video for the first time. It will be short and more of a teaser than trailer but it will be awesome.

Programming

  • Further FMOD implementation: do you remember when I’ve decided to use FMOD? I started implementing it to work with FMOD Studio but left it behind since there is a lot of documentation to read. I’ll do that after the demo release & kickstarter campaign. For now I did basic implementation for it and it works great. I added more sounds to the game and it feels great playing it even more now.
  • Memory leaks: Why do you have to leak??? For joke I’ve decided to take a look at the memory consumption and memory was stacking…alarm! I’ve used like two hours to fix all the leaks and it’s fine now. I was afraid there will be more complications. All good!
  • Custom resolution: My framework supported only one screen resolution with fullscreen mode (one picked at the start). I also had a problem on the widescreen monitors where screen got stretched and it looked like courier weighted 100 pounds more. I never did this before so it took me quite some time to implement custom resolution support and it works like a charm. I was postponing this “basic” feature implementation for more than a year but I’m over with it now.
    <Resolution champion achievement earned>
  • I did some more programming on various parts – more components for the map editor, new objects in the game, fixing old stuff and more.

Publicity

Latest screenshot (one with the binded courier)  was featured on the Warp Door:
Below, we present you the most intriguing ones we’ve found during the last feverish 24 hours of screenshot sharing.

I’m glad that mine is one of them. Check all of them out ;)

 

That’s it for the week. I’m going back to work – teasery trailer needs to be done. Have a nice week and let me know what you think. I appreciate every comment and critic.