Making a Video Game...

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  • mantrakid0

    hahah - Will be streaming today at 1pm PT - so in 2.5 hours! Thanks homie :)

    http://www.twitch.tv/nateschmold…

  • mantrakid0

    The latest Kickstarter update talks about Stretch Goals (yay) the tree planting project and why our little hero is naked. Check it out!

    https://www.kickstarter.com/proj…

  • mantrakid0

    Oh man yeah this blew my mind this am. Its one thing to have something written up about the game, but damn... dude warmed my heart with what he said. Thanks for all your support dudes.

    • Are you a one man band? Are you doing all the art and graphics yourself?josimar
    • yup. Art, programming and 30% of the music all me. Plus marketing, pr, etc.mantrakid
  • mantrakid0

    #28 Issues with the Nintendo Wii U.

    Posted by Nate Schmold

    Firstly, my apologies for the lack of contact, there has been a lot of stuff going on and I have lots to share with you but I've been holding back because a key piece of the puzzle has been the Wii U development and I wanted to be able to give a progress update with that along with the other game dev-related updates. Well, as it turns out there has been some stuff happening behind the scenes and it's an issue big enough that I feel I need to just put out an update focused entirely on the Wii U port of Cosmochoria so you guys know what's going on. To make matters trickier, there are only so many things I am legally allowed to say due to the Non-Disclosure Agreement with Nintendo and their dev team, so I am going to do my absolute best here to fill you in and not get in trouble in the process.

    Nate, Whats Up?

    A lot of work has been done in the past couple months to ensure that what I was doing for the PC release was also going to work on the Wii U. This meant testing gameplay and performance and other aspects of the games design on the Wii U dev kit to ensure that when it came time to focus my resources 100% on the Wii U port, it would go smoothly.

    Simply put: there have been challenges. Challenges in getting my code exported from Construct 2 running optimally on the Dev Kit, Challenges in getting feedback on what improvements will be made to either Construct 2 or to Nintendo's Web Framework in that regard, but most importantly, they are challenges that I have limitations on how to deal with. I've been in steady contact with Nintendo on the issues i've been having and they are quick and helpful to respond, but the suggestions and ideas provided have only gone so far and unfortunately in my testing I was unable to reach a level of performance that I am seeing on even much older PC systems.

    Relying on a framework like Construct 2 to make the game, there's only so much I can do. Short of rewriting the game in an engine like Unity or coding by hand, I am inherently tied to the strengths and weaknesses of the platforms Cosmochoria is being developed with. These platforms were chosen (Construct 2 and then Nintendo's Web Framework) because they were easy to learn, easy to use and able to make something happen that I didn't think was possible without them, but from what I've been seeing, it might be a simple matter of a game like Cosmochoria just has too much happening on the screen for this to be a suitable porting solution. The game might just be too big to rely on Nintendo's Web Framework as it is now.

    So... What's Next Then?

    That said, I'm not giving up. There are quite a few things I can try in regards to 'stripping down' what I'm doing for the PC version that might help with the performance, but I haven't had a chance to test them all out yet. Things like: Reducing the particle effects (things like the sparks that fly from your gun when you shoot, or the sparks that trail after a dragons fireball), Eliminating the accelerated effects (Instead of colouring plants, planets, enemies dynamically, I could experiment with creating sprites for them instead.) There have also been changes to Construct 2's underlying code recently that may have an effect but I have not yet had a chance to test it properly. I wish there was more I could tell about Nintendo's side of things but based on the NDA there's only so much I can say, other than there is very likely nothing that will change from their end to help the situation out.

    It's almost entirely up to performance optimizations in Construct 2 and in my own code, which I am worried can only go so far.

    I am still going to be working hard on testing, experimenting and generally trying to make sure that if it's possible, it will get done. I am bringing this up now so you guys know where I'm at with it and what I'm dealing with and I want you to know that I would be both heartbroken and crushed to not be able to complete that aspect of the development, and will be utilizing every resource I can to try and make it happen.

    The Clock is Ticking

    The key factor that adds stress to this whole thing is that it involves *your money*. Because I am on the hook for the Wii U dev kit, that's a HUGE chunk of change that has been set aside from the Kickstarter total which I am obligated to pass to Nintendo for the ability to build a port in the first place. Again, i don't know how much I can say, but unless I return the Wii U dev kit to Nintendo by March, that money must be paid in full. The worry is that I am then out the money for the Development Kit but also completely unable to properly port the game on it due to the technical limitations.
    Alternatively, that money could be used for further development of the actual game (for Windows/Mac/Linux), or to put it towards a budget to redevelop the game in another engine entirely (something like Unity as opposed to Construct 2 which could technically solve the performance issues entirely). Of course, the final option would be to refund your money if you are waiting for the Wii U version.
    The problem is that if I keep the Dev Kit—due to the cost of it—those other options simply can not happen, there would be no money to refund as it would be in Nintendo's hand everything else budgeted for the Wii U port has already been spent on research, development, testing and development of the current Wii U version.

    Ok, the Options Again?

    We don't have to choose one of these until the new year, but I am laying out the scenarios now so you know what to expect and what is required if it turns out I am unable to get Cosmochoria running smoothly using Construct 2 and the Nintendo Web Framework. If I can get Cosmochoria running well, with a higher frame rate, these options become moot and we just proceed as originally planned.

    1. I keep the Dev Kit. I continue working towards a Wii U port in another engine entirely like Unity. This means, straight up, I need to re-code Cosmochoria from scratch. I can reuse the sound, art, music, and some of the core game logic structures, planning, etc, but in terms of programming, the entire thing would need to be re-coded & there is truly no way I can properly estimate on how long this could take or when I could deliver. I only have very basic knowledge and experience with Unity so it would be a learning experience through and through.

    2. I cancel the Wii U port, and refund the pledges of those who were wanting a copy of the Wii U port. Unfortunately I would only be able to refund the cost of the game itself ($9/$12/$15 depending on what tier you pledged at), as with many of the physical and creation rewards, I have already paid the costs to manufacture and even in some cases ship the physical rewards. Alternatively, you would also have the option to receive a Steam or Humble Bundle key in lieu of the Wii U key, so you could still get access to the final game (which is still on course for full final release within a few months) if you wanted to keep your money invested in the game.

    And So....

    That's it. You guys now know what I know and why I'm developing an ulcer from dealing with the potential that a Wii U port might not be able to happen like I originally planned. If you have any feedback, advice or wisdom for me, I would deeply appreciate it. I'll be watching this thread & the forums for comments and would love to chat more if you have questions, etc. Otherwise, I will go back to working as hard as I can on finishing the game so it's ready for the full Steam launch in February 2015. At which point we'll need to make a final decision on what to do about Wii U.

    Thank you so much for your continued support.

    Hugs & Respect,
    Nate

  • mantrakid0

    tl;ldr.

    Wii U port is having some issues.

  • mantrakid0

    So fucking lucky man... i donno what to think really. this week has been a rollercoaster... ive been working my ass off on this since like november.. and to see this all happening before my very eyes is a huge trip. a huge huge trip... its actually kinda scary... but so cool.

    hugs my brothers

  • lodef0

    cool I just rated, I was wondering what your plans were, it could work well on Steam. Looking forward to seeing it develop.

    It might beyond the scope of what you had in mind but it would be interesting to see it turn into less of a points getting type of game and more of a survival strategy where you are continually populating the planet life, letting it evolve and protecting it from aliens simultaneously.

    • Thanks for the vote lodef! I am thinking about more of a richer story mode, but likely for Sprout 2. Too lofty ATM.mantrakid
    • I mean story mode + strategy mode, maintain life, etc. Though this version may have.. eggs!mantrakid
  • mantrakid0

  • mantrakid0

  • mantrakid0

  • i_monk0

    Why are all the WYSIWYG game creators for Windows only?!

    • I know. I've been running it in Parallels with decent success.mantrakid
    • Enough to put in 180 on this game so far haha.mantrakid
    • 180 hours.mantrakid
    • been seeing you concept art on IG, keep at it man! I need to start prototyping my idea,BabySnakes
    • thanks homie!! :Dmantrakid
  • mantrakid0

    Naked Cosmonaut Battling Crystal-Pooping Aliens to Rally Support via Kickstarter

    Help a naked cosmonaut strapped to a jetpack plant seeds to breathe life into a procedurally generated universe while confronting epic alien boss battles in 30/30’s uniquely stylized inaugural release, “Cosmochoria”. With a Kickstarter campaign launching the first week of April, featuring reward incentives like DRM-Free copies of the game & soundtrack, limited edition poster prints, t-shirts, hand-made plush toys of the Cosmochoria hero and actual trees planted via the Earth Day Network—30/30 hopes to fund the final stages of Cosmochoria’s development.

    Intent on capturing the beauty and loneliness of space, Cosmochoria’s art boldly contrasts a child’s imagination with the cruel tranquility of the vacuum of space. The gameplay stems from an unwavering dedication to an era of simple game design, escalating challenges, gratifying upgrades and high-score competition. An original and ambient / electronic soundtrack accompanies sparse moments of peaceful exploration. Produced by a collaboration between Ilkae & Zebra, whose experimental sound has long been influenced by classic video games, and Mantrakid, the musical alter-ego of Nate Schmold, creator and illustrator behind Cosmochoria.

    30/30 is the culmination of Nate’s creative ventures, each of which has strived to make the world a weirder place. Cosmochoria, currently in alpha development, is the next mutation of in Nate’s evolution of delivering creative and immersive entertainment experiences. Back its upcoming Kickstarter this April and solidify indie game development as the future of the industry.

    www.cosmochoria.com

  • CygnusZero40

    It reminds me of those games that are on consoles where you rotate around a planet and shoot shit. There's a few of them, cant remember the names of them. Is that what this was based off of?

  • mantrakid0

    ETM - sorry for not explaining - it's meant to be a bit of an exploratory situation at first... I dont want to give away too much because half the fun is discovering the 'next thing' you can do.. That being said, it's good feedback to know you feel lost right off the bat. I do want you to feel lost, but not enough that you dont want to try getting un-lost. ;) I'll figure out nice graphical way to tell you what to do without giving too much away. so for now... fly around until you find a planet. If you land on a planet, imagine a little icon appears above your head telling you to crouch down with the S key on your keyboard. ;)

    • Problem was I didn't get that mouse button 2 was the jetpack. I see the icons now. At first I thought they were some sort of score keeping.ETM
    • sort of score or inventory keeping element as the scroll wheel looked like a '0'.ETM
    • But I was also rushed on a Friday afternoon. All seems more clear today.ETM
  • BabySnakes0

    I get what to do, seems like you should have character start on a planet and teach how to plant and why. I was trying to plant and then mass enemies started attacking me and I felt it need for responsiveness when i hit an enemy.

  • mantrakid0

    This was the inspiration for the planet rotation:

    • Ah yoshis island! Good gameCygnusZero4
    • I beat this game to 100% and I don't remember this boss fight at all.jtb26
  • monNom0

    Honestly, it feels broken. Why does W do nothing? I am stuck in the center of the screen with the ability to spin and squat and shoot at nothing? Add some rocket boosters so I can actually travel and maybe you have a game.

    Win7/Chrome 31.0.1650.63 m by the way

    • right click is boosters, w jumps when on a planet.BabySnakes
    • u didnt right click like the big instruction screen tells u. :Dmantrakid
    • oh, ha ha! I totally did not see that first time around. Agree there are too many aliens.monNom
    • Maybe a mode switch where you fight off a larger invasion less regularly so you can focus on exploring?monNom
    • yeah im thinking of spacing out the main alien attacks so they come in waves actually.mantrakid
  • BabySnakes0

    Also the enemies are kind of annoying,make either less of them or easier to take them out. Hard to populate a planet with planets when 3 ships attacking me and tentacles are molesting me. haha

  • mantrakid0

    Thats what bases (pyramids) are for. :) You can buy them on the main screen with coins u earned in your last unsuccessful trial.

    • plant them and they will destroy the enemies while you dodge & plantmantrakid
  • cannonball19780

    If you haven't' already done it, a zoom out feature would be nice to have to remember where visited planets were.