21 Dec
2010

Last new version of the year

A slightly botched upload later, we can now reveal Revenge of the Titans 1.72.1 is now ready for download. Slightly botched, as in I rolled a natural 1 for nearly every single upload and uploaded truncated duffers as I slumbered last night, and spent the morning panicking uploading new ones. If you got a broken one, you’d probably best download again!

This will be the last patch this year – Chaz and I are going to take some time off for Christmas starting tomorrow, so support and blog approvals may be intermittent.

Humble Bundlers: your download links from www.humblebundle.com will now download the new 1.72.1 version! Please grab as soon as you can!

Read the rest of this entry

16 Dec
2010

New Version! Bugs Vanquished!

Having been awake for about 60 of the last 72 hours I thought I would idly fix a few bugs and tweak the game in all sorts of unimaginably silly ways. Unfortunately coding till 530am does not make for great design decisions so it is quite possibly the case that I have gone and broken it all. Rather than trust my own shrivelled tired old tiny brain instead I find it easier to unleash the results, Revenge of the Titans 1.72, on you, our unsuspecting audience.

PANIC! Thanks to 100,000 Bundlers I now have literally 200 support emails to get through in my inbox. I will try to answer each one but it’s going to take some time!

UPDATE Bundlers: your download links from www.humblebundle.com will now download the new 1.72 version! Please grab as soon as you can!

Read the rest of this entry

14 Dec
2010

Surprise!

Revenge of the Titans is Released…

… on …

…on The Humble Indie Bundle #2! “What!” you cry. “I just paid three shekels and a camel for your miserable beta programme to try and blag a tidy deal! I feel extra cross, and entitled to a lifetime’s supply of creamy grapes fed to me by attractive Mediterranean virgins!”

But wait! There’s more to it than that!

The Humble Indie Bundle #2 has got no less than five awesome games in it: Braid, Cortex Command, Machinarium, Osmos, and a special deluxe edition of Revenge of the Titans! And another trick or two up its sleeve, as you will discover…

Deluxe Edition

The Deluxe Edition includes all of the full length mp3 tracks from Dave Sunerton-Burl! He’s spent four months making the album, and he’s just as unemployed and broke as Chaz and I are! So please consider supporting Dave and making a contribution to the bundle even if you’ve already bought the game direct from Puppygames. In the couple of weeks or so we’ll also try selling the album from our site for some nominally tiny sum, and all the money will go towards keeping a roof over Dave’s unemployed ass. And his family. He is truly a star and really deserves it.

More good news!

What’s more, you can choose what you think all of this amazing l3wt is worth – so if you feel like it, go buy that bundle, and deduct what you think Revenge of the Titans is worth if you’ve already bought it direct from Puppygames. But also consider – this is your chance to do a super good deed this year and donate a bit of money to Child’s Play Charity and the Electronic Frontier Foundation (EFF)!

The Humble Indie Bundle #2 is also specially set up to be bought as a gift – and what greater Christmas gift can there be than these five fine examples? Search no longer for that elusive present for your housemates or geeky spouse. You have reached your goal.

Love and peace to all from Cas, Chaz, Dave, Mike, Steve and Brian. Go forth and donate!

btw… I’ve been trying to post this for the last 7 hours – HIB2 got tweeted 10 minutes before we were expecting – and then the database fell over with the massive traffic spike – apologies for those who have had trouble getting here :)

Linux problems!

… we’re having some problems with the linux builds. If you’re getting errors such as…

unable to create `/opt/revengeofthetitans/full_length_music/einleitung.mp3.dpkg-new’ (while processing `/opt/revengeofthetitans/full_length_music/einleitung.mp3′): No such file or directory

…we’ll be uploading new versions in the morning that will fix the problem (touch wood).

In the meantime you could try sudo mkdir -p /opt/revengeofthetitans/full_length_music and then try the installing again.

13 Dec
2010

The End of the Road

Well, folks, this is it – the lastest ever beta version of Revenge of the Titans, now at the heady heights of version 1.71. This is our “release candidate” – provided no bishops in hell turn up and fart in the trifles of our lives, this will then become the finished game. Well, I say finished – we’re probably likely to tweak it some more in the new year once the dust has settled.

First things first – here’s the direct links:

Windows
Mac OS X
32-bit Debian package
64-bit Debian package
32-bit generic Linux
64-bit generic Linux
Java Webstart (all OSes)

Now, on to business. What’s changed? If you haven’t already, go and have a quick read about 1.7 first, to better know thine enemy.

The short summary is: 1.7 didn’t work out very well, so I’ve reverted a few of the design decisions. It’s been such a panic getting this penultimate build together though I haven’t had time to write the usual changelog, so I’ll go through the major changes.

Changes in 1.71

  • The Titans stop coming when the timer runs out again – phew! In hindsight this was a mental idea. So it’s back to its original behaviour. To compensate for the level being rather dull once the aliens aren’t arriving any more, it will finish as before when the last one is slain…
  • …and you’ll scavenge the remaining crystals. Unfortunately it pays to dig them up the proper way – scavenged crystals make no use of silos (more on these below) and you only get 40% of the remaining value, a bit like building recycling. You also get a $500 bonus for digging them all up before the timer expires, so well worth it.
  • Refineries now take 15 seconds to fill up with money (it was 10 before). Reactors make approximately a 2.5 second difference to this time – so with the maximum useful complement of four reactors on a refinery, you’re looking at a collection every 5 seconds.
  • You might be interested to know that a small crystal holds $2000, a medium one $4000, and a large one $6000.
  • Silos have changed – they’re now called reprocessors, and their function is basically the same as it was before – they increase the efficiency of your refineries – but they no longer affect the capacity, which remains at $250. You might also be interested to know the efficiency gains are 17%, 25%, 33% and 50% for one to four silos respectively. So you could be eking $9000 out of a large crystal. Four reprocessors will cost you $2500 in outlay and you’ll get $1000 back in recycling – so you’re making $2000 profit on the venture. Place them cunningly to mine two or more big crystals and you’re looking at big money!
  • I fixed a massive bug with reactors that caused them to make crystals spew out tons and tons of money. Strange that no-one noticed. Maybe nobody ever used them to speed up refining.
  • The Titan brains have been given one last tweak to make them behave slightly cleverer than they were before, and they now swarm in quite a believable way.
  • Decoys are back to being really expensive again at $2500 a pop when I realised just how awesome they actually are. Although Titans aren’t quite so easily fooled any more, and will randomly select from the available decoys and the base (before, they always went for the nearest one, which made a single decoy effectively like the Pied Piper of Hamlyn). So now you can place, say, 3 decoys, and 75% of the rank-and-file will head for them, and the rest will pick the base.
  • All sorts of annoying beeps have been added to the flashing warning lights. Sorry. But they do appear to help.
  • The amount of crystals generated on a level has been tweaked, but I’m not sure if I’ve got it dead right yet. Time will tell.
  • Endless level 51 no longer crashes. Yes, someone actually played that far.
  • Certain sound effects ignored the game volume settings
  • Fixed a whole load of emitter bugs that caused far too many particles to get emitted.
  • In game help has been moved to the interwebs. At the time of writing this blog post it’s nowhere near finished but Chaz is beavering away at it like a beavery thing, and soon it will be all shiny and sparkle.
  • We’ve got a bunch of nice new sound effects for the bezerk, freeze, and shield powerups, and various incidental noises. If you listen closely you’ll be able to hear the Mars boss gnashing his maw. Yeeech!

Please give it a great big test. Especially interested in your thoughts on difficulty, survival mode, and endless mode.

Stuff I’m Considering for the New Year

  • Possibly making research free, meaning you simply get to choose one upgrade per level. To accommodate that we’ll have to dream up a bunch more intermediate research to get it to stretch better across the 50-level campaign. I can think of at least 10 more things, some of which will actually be useful in their own right, so that shouldn’t be too hard, but poor old Chaz will have to redesign the research screen. Again.
  • An online hiscore table for Survival Mode

The game will officially be released on 14th December 2010. Whereupon you will also discover the surprise we mentioned. Please consider buying our games as a Christmas gift for a friend when it comes out :)

9 Dec
2010

Everything’s Changed

Oh noes!1!1! We’ve only gone and completely changed everything in the latest beta of Revenge of the Titans v1.7. And I really do mean changed. Pay very close attention, because the way you’ve played the game until now won’t work any more! By way of easing you into what is undoubtedly a horribly traumatic shift of tectonic proportions (and indeed, speed, judging by our tardiness), I shall first briefly explain how the previous versions played out, roughly.

What The Old Game Did

The timer starts when you place your first refinery, and the Titans start spawning. Crystals are dotted all over the shop, and so you spam your super-cheap refineries everywhere, guaranteed to make a reasonable profit from them. The timer eventually stops, and the remaining Titans start getting faster. Then when the last Titan is slain, the level ends, and any unmined crystal is lost forever. And slightly inexplicably. The better you do, the less crystals are generated for the next level, by way of curbing your brilliance a little if you’re doing exceptionally well… Read the rest of this entry

28 Nov
2010

Revenge of the Titans 1.64 released

… this is just an intermediary release which we weren’t really planning to do, but in true Puppygames style we missed our deadline and haven’t quite finished Titan yet. So instead I thought I’d just wrap up the various tweaks and bugfixes that are otherwise ongoing whilst Titan bakes in the oven.

Here are the direct uncached links for you blog-following sorts:

Windows
Mac OS X
Debian Linux (32 bit)
Debian Linux (64 bit)
Generic Linux (32 bit)
Generic Linux (64 bit)
Webstart (all OSes)

The Debian packages should hopefully install with a doubleclick, and put a shortcut in your applications menu under Games. If in doubt about whether to use Debian or not… well, you probably shouldn’t be using Linux :) But just grab the generic Linux packages instead, and there’s a revenge.sh in there you can just double-click on to make it work. Provided you have either Sun Java or OpenJDK installed. The Debian packages will automatically install OpenJDK for you – I’ll figure out how to get it to use Sun Java if it’s already installed in the next release.

We haven’t yet tweaked the ordinary download page to include the Linux variants on it yet, so the Great Unwashed won’t know about them until Chaz does some twiddling.

Here’s what’s otherwise changed. Sorry about the blaster noises and character speech – we’re still working on them, and the sounds in there are just placeholders.

Bugs Fixed

  • Fixed: factory-not-restarting bug again
  • Fixed: flickering status message when factories autocollected and turrets autoloaded
  • Fixed: saturn flying gidrahs not appearing!
  • Fixed: awesome medal awarded multiple times in a level
  • Fixed: gidlets getting stuck on crystals

New Features and Enhancements

  • Survival and Endless modes are now available to demo players too!
  • Factories that shutdown with less than $10 to collect should go straight to shutdown
  • Extra mines / barricades powerups no longer appear in campaign/endless mode
  • Custom window sizes: pass width=xxx height=xxx on the commandline to use a custom window size (not compatible with fullscreen mode yet – sorry)
  • New blaster noises! – sorry, but the old ones were of unknown provenance – still working on new ones using steel slinkies and tuning forks
  • Some new ambient background sound for Saturn levels
  • Linux .deb installers
  • Linux .tar.gz installers

Balance

  • Buffed disruptor very slightly from 16 to 24 pts damage
  • Droids fire a tiny bit more frequently
  • Make saturn boss a bit weedier
  • Gidrah slaughter attenuation now only in effect after level ends from the state at level end
  • Gidrah rush ramp-up duration now gets longer as levels progress, rather than shorter!
  • Crystals a little more far-flung, and a few less crystals on Titan

Internal

  • Titan colours
  • Fiddled with sound attenuation parameters
  • Quieter bashing sounds & building collapses now based on building size
  • Fixed problem where game assumed all flying gidrahs drop bombs
  • Tweaked minimum level size to ensure that (barring desktop display mode changes) levels always fit properly into a monitor
  • Some new ambient background sound for Titan levels
  • Fixed: Exploding gidrah bullets totally destroyed buildings in one hit!

You might be interested to know what’s on the ToDo list at the moment. Now’s your (last!) chance to add things to it!

To Do

  • Fix turret targeting to use better heuristics
  • Speech
  • Blaster noises
  • Blast mine pips
  • Show total medal bonus on intermission screen
  • Wraith (gid 5) for Titan
  • Titan gids 4, 5, and gidlets sound effects
  • Titan Levels
  • Titan Stories
  • Don’t do building destruction noise on sale
  • Get custom resolutions working with commandline parameters
  • Research screen says “all researched” at the top even if not everything’s researched. (fixed this: And it’s white, too. And in the wrong place.)
  • Online hiscores?
  • Turret beam angle wrong?
  • Linux .rpm installers?
28 Nov
2010

Linuxy types! We need your help!

Please test these experimental Linux builds of Revenge of the Titans 1.64! The Debian packages should install with a simple double-click and on a normalish installation you’ll get a shortcut in your apps menu under Games. They should be compatible with your existing Webstarted profile, too.

64-bit tar.gz
32-bit tar.gz
64-bit Debian package (for Ubuntu and similar)
32-bit Debian package (for Ubuntu and similar)

I’m afraid I haven’t got RPMs to work yet. There seems to be some buggery going on inside the Redline RPM creator I’m using from within Ant that causes the architecture to get wrongly specified.

26 Nov
2010

Slight delay!

It turns out that we’re not quite ready to release the next installment of Revenge of the Titans today! As this is quite an important release we’re making sure it’s properly sorted, so it’s staying in the oven to cook for a little longer. Maybe Sunday, maybe Monday…

Also, I’ve figured out how to make Debian Linux packages (both 32 and 64 bit)! They install with a simple double-click. I’ll test it out with RotT first and if it seems to work OK then I’ll release all the other games that way as well. RPM format is next on my to-do list. And if I’m feeling particularly nifty I might be able to do separate 64-bit Windows installers too. The Webstart option will remain (and work for everyone, everywhere – something Java got almost right!)

Stay tuned…

20 Nov
2010

Show me the games!

Cliffski, erstwhile Bat’leth-wielding UK indie games entrepreneur, has blogged about an experiment we’ve been conducting called ShowMeTheGames.com. Well, I say “we”, really it’s all Cliff, and we’re just throwing a bit of money at it and participating. So far it seems reasonably successful. Go and take a look at the other games – there are some real gems in there. In fact they’re all good – there’s bound to be something that floats your boat, and every one of those indie game developers in there is to some degree or another as skint as we are or not far from it. Buy a game for someone else this Christmas, if not for yourself!

In other news, we’ve released Revenge of the Titans v1.63, which you can get directly here:
Windows
Mac OS X
Linux (sorry, still not done package thingy yet – next release!)

Bugs Fixed

  • Fixed: Survival level selector allowed you to select one more world than you had actually completed

New Features and Enhancements

  • Medals are now worth bonus $$$!
  • Ranks are now worth $(points/10)
  • New bashing and building destroyed noises
  • Lasers now fire through wraiths
  • Gidlets and wraiths can no longer penetrate nanomesh
  • Slightly larger maps

Balance

  • Laser, rocket, and disruptor turrets now only $3000 each
  • Decoy now only $1500
  • Silos now rather less amazing at stretching resources further (10, 12, 16, and 25% for 1-4 silos)…
  • …but silos now cost a flat rate of $250

Internal

  • Back to using the tiered server compiler for Windows to claw back a bit more performance
  • Perform a full GC between levels
  • Wired up more shortcut keys on medals screen
  • Displays monetary bonus for a particular medal underneath points value
  • Crystal spawn noise occurs at the end of the res-in effect now
  • Attenuated colours updated only half as frequently
  • Gidrahs brains now only half as fast at calculating routes
  • Titan boss now has a disruptor, with variable range depending on difficulty
  • New animation command to cause a gidrah to fire its weapon
  • Fixed various bugs to do with completing the game causing crashes
  • Fixed crash where if you restarted a level after dying you immediately died when the aliens started spawning
  • Tweaked tactical brain so it targets the base as well as turrets
  • Fiddling with the speech for the General and so on – sounds rubbish so far :(

Yes, the speech for the General and ZX-bot sound just awful but we’ve not managed to finish it or get it even half-right yet.

Some Notes About The Balance Changes

You might be interested to hear about the reasoning for the changes to silos: I noticed that upon researching silos (and knowing exactly how they work so I’m pretty good at using them in the most efficient way possible), my refinery takings for the level shot up. This is all well and good, because it means a canny player who knows this will research silos as soon as possible and then be able to progress through the levels at a reasonable level of difficulty thanks to the big cash infusion. However – anyone who doesn’t know this trick was going to be at a major disadvantage, and having a pretty crap time progressing really slowly. The reason is that silos unbalance the game too much in their previous form.

So now, silos are a simple flat-rate upgrade, and have a much more modest effect on the efficiency of crystal refining. With four silos, you’ll manage to eke out just 25% more from a factory (rather than the 100% it was before!). However the outlay is now just $1000 for the four silos instead of $2500. You can still be cunning in your silo placement – putting them next to factories that have access to the most crystal – but the effect is a bit less dramatic unless you get a really lucky configuration. But every penny counts, so it’s always worth doing – especially as your silos are recycled if they’re not damaged and you’ll get $400 of that $1000 back at the end of the level.

Just for your information, there are three sizes of crystal in the game, containing $600, $1200, and $1800 respectively. You can work out the maths yourself :)

Also you’ll notice a bit of cheapening of the heavy weapons and the decoy. Seemed a shame to spend all that money researching them and then not ever have quite enough cash to justify splashing out on a few eh?

Also take special notice that nanomesh is now gidlet and wraithproof. Very useful. There are nearly enough to surround your base! Nearly.

I’ve just noticed that the bug where factories don’t start up again in survival mode when a crystal appears next to them has come back – doh. I’m also aware of the (very rare) occasion that a gidrah seems to get stuck sometimes and you have to drop something on his head to kill him. If this happens to you, save your game and send the save file to me!

The Next Release

The next release is 1.64, the final beta release, which will include the long awaited Titan levels. After that there will be a strange quiet period, where we sit and listen intently for bugs and last minute pleas for absolution or clemency, and then we’ll release the finished game. Phew.

12 Nov
2010

Another day, another server

This week we took it upon ourselves to completely migrate our servers from an ancient ThePlanet dedicated rig to a spiffy federation of services. Our new www.puppygames.net website now lives on a teeny tiny SliceHost.com slice, and the MySQL database has moved completely away into the Cloud. Or Amazon RDS to be precise. The new website runs APC, speeding up our rather cranky PHP code, and all of our images and downloads now live on SimpleCDN.net. SliceHost enables us to ramp the power of our server literally in a couple of hours up to something with ten times the power.

This we will need to do fairly shortly, as big things are afoot, and it is probable our new server is going to get a hammering in about 2 weeks’ time, because that’s when the final beta release comes out, which might well be the last chance to get the game at its l33t price of $13.37! Shortly after that comes… the real release! And we have an extra special surprise up our sleeves. Oh yes. More special than you can possibly imagine.

While you cogitate about that, you might want to pick up the latest beta 1.62 of Revenge of the Titans from here (direct links to avoid CDN cache):

Windows
Mac OS
Linux (via Webstart)

Read the rest of this entry

6 Nov
2010

Survival Mode!


At last, after a couple of delays involving house moves, panicking TV stations, and the unexpectedly early completion of a new game mode, we are proud to announce Revenge of the Titans v1.61! Without further ado, here are direct download links for our blog followers (the proles get the simplecdn cached stuff with varying degrees of success).

Windows
Mac OS
Linux

Here’s what’s in the latest version:

Bugs Fixed

  • Fixed: Garbage collector crash – don’t use G1 on Java 6!
  • Fixed: selling buildings just before level end to get double money!
  • Fixed: shield generators keep getting more expensive every level
  • Fixed: Missing research link in tree: heavy blaster -> blast cannon
  • Fixed: Superfluous link between heavy blaster -> assault cannon
  • Fixed: Slot selection screen only showed Basingstoke – Earth – $0
  • Fixed: when a building is shielded, after the Invuln powerup finishes the shield sprites are gone
  • Fixed: removing droid factories, shield generators and silos didn’t reset their price

New Features and Enhancements

  • Survival mode!
  • New map generator code: better wiggly tunnels from spawnpoints to map
  • Stop gids from spawning when freeze mode on
  • New hint: don’t overspend on research
  • New hint: boss level -> save your cash!
  • Removed the turret aiming lag – didn’t like it

Balance

  • Increase initial gidrah delay based on level size
  • Increase range of disruptor slightly to 110px from 96px
  • Decreased damage of disruptor from 25 to 16
  • Nerfed multiblaster from 4 to 3 points damage
  • Nerfed spreader cannon from 4 to 3 points damage
  • Nerfed assault cannon from 8 to 7 points damage
  • Powerup drops last a bit longer before vanishing
  • Even more crystals
  • Mars gidrahs nerfed somewhat
  • Droid factory: now each droid factory can produce at most 8 droids
  • Droid factory: production rate slowed down by 50%
  • Droid factory: …but factories now only cost $1000+$1000 per factory

Internal

  • Queue gidrah route recalculations on building so they don’t all happen at once
  • Increased memory allocation for the VM to 256mb
  • Reduced max GC pause to 3ms (Windows only)

Survival Mode

Lucky registered users have a new mode to play. It is unlocked after completing the Earth missions. When you select a survival mode game, you get to choose the world (from the set of worlds you’ve seen so far with that profile), and just for fun, you can choose the rockiness of the terrain. The buildings you have available to you are the buildings you have researched so far in campaign mode.

You are expected to lose. Probably quite fast. The aliens will rapidly become overwhelmingly deadly. The idea is to get a base together as fast as you can and defend it as long as you can. Notice that you don’t earn money for killing gidrahs! The only way to get cash is mining crystals, which spawn every now and again, or pickups.

Your best time for a particular world/terrain combination are also recorded. Let’s hear some hiscores!

All Good Things Must Come To An End…

…or become a bit more expensive, anyway! But only as expensive as to be able to afford a helping of mushy peas with one’s pie and ale. The Ultrabundle is now just a tiny weeny bit more than it was, assuming you think that $2 is tiny weeny like us. It’s still ultracheap if you’ve not picked it up already, and it will get more expensive again while we experiment with prices in the not very distant future. So don’t delay! Hand over your filthy cash today!

Don’t forget the bundle lets you install all 3 of our minigames an any combination of operating systems, as often as you need to!

24 Oct
2010

Ultrabundle

By now, some of you may have noticed the existence of a certain Ultrabundle floating around on the Puppygames site. This is an experiment to see what happens when you, er, sell stuff ridiculously cheap. The results are quite interesting. Apart from a slight problem when Markus accidentally tweeted about it just as it went live (instantly killing our server as a deluge of Minecraft fans descended upon its weedy single core 1.6GHz processor with 512MB of RAM and 10mbps ethernet connection), it seems to be doing pretty well.

To cut a long story short, and following the tradition of the Minecraft stats page (except less, hm, dynamically updated at the moment – maybe Chaz should pop that on the front page!), we’ve sold 300 Ultrabundles in the last 48 hours, and even while I typed this blog post another 3 came in. 4 sorry. Although that is something of a mockery compared to the 15,000 sales at three times the price that Minecraft made in the same time period :)

In traditional Puppygames style it’s not without its teething troubles of course. We’ve got a small problem with international characters in addresses sent from BMT which I’ll be thinking of a way to fix, which causes your registration not to “stick” and you have to keep registering – annoying. And Linux users using Sun JDKs are having some problems running Droid Assault, though it seems to work fine using OpenJDK here on Ubuntu.

Unfortunately… I’m just about to move house. Like, in about a few hours’ time. So I’ve got to pack this computer up right after the blog post and I won’t get back online for a few days to fix anything or deal with any troubles. Chaz will man the email support and fob everyone off (politely) until I get back online again.

In other news – we were supposed to be releasing Revenge of the Titans 1.61 tonight but I completely forgot I was moving house when I wrote the schedule. So instead we’ll release it on Hallowe’en, and after your brains have been fried in Minecraft Hell, you can unwind with a short burst of the extreme frenetic terror that is Survival Mode. Survival Mode is awesome. I think it’s my favourite bit of the game so far.

Chaz Edit: if you’re having Linux version problems there’s some help (maybe) after the jump…

Edit: and if you’re having problems with Ultratron and you have Norton installed read on too…
Read the rest of this entry

14 Oct
2010

Random Crashes! Java Fingered!

Well, there’s a relatively unusual event: the recent spate of random crashes with the game (all of them, I think) is actually down to the Java virtual machine crashing. After a bit of snooping, it transpires that the crash is caused by the experimental garbage collector I used in Java 6. So I’ve gone and reverted back to the very naughty Java 7 VM. Mac and Linux users are completely unaffected by this issue, so no worries on that front.

So, Windows users, you can download a fixed version of your games here:

Titan Attacks
Ultratron
Droid Assault
Revenge of the Titans

Your saved games might break, I’m not sure. Try it and see.

11 Oct
2010

Old games updated, bugs squished

Some of you might have been receiving mysterious crashes with Droid Assault, Titan Attacks and Ultratron, whilst just sitting on the title screen. It turns out that I forgot to build the last two versions of each of these games with the resources to display the little message box to tell you to download a new version! So when the new versions got uploaded a while ago, they all, er, started to break.

If you’ve been experiencing this strange crash, redownload and reinstall your games from Puppygames.

In other news: some people have been experiencing some crashes with the latest release of Revenge of the Titans. I’ve looked into the error logs and noticed that it’s because you’re trying to use a 1.5 profile with the new 1.6 game. Sorry guys and gals, I broke it – your old profiles and saved games are no longer usable. You’ll have to create a new profile.

Also, you might have noticed the file sizes increasing slightly. I’ve reverted from using the (completely naughty) hacked Java 7 JVM in the games to using nice normal unhacked Java 6 again, and this has the pleasing side effect of the games working once more in Japan and China. Don’t ask why :)

11 Oct
2010

Endless Mode!

I’ve just uploaded Revenge of the Titans v1.6 here:

Windows
MacOS
Linux

The following tweakery has been performed for your delectation and continued amusement:

Bugs Fixed

  • Again at certain resolutions the map scrolls past the edges
  • Gold medal awarded even though level made easier
  • Mysteriously reverting to earlier planet when resuming
  • info panel remains open when HUD hidden
  • Having your progress reset once you get past Earth

New Features and Enhancements

  • Add a “sell stuff” hint or two
  • Endless mode!
  • Movement animation of stop-start gidrahs looks better
  • Stop-start gidrahs move in a slightly different way

Balance

  • Crystal reduction as player gets richer slightly less severe
  • More crystals!
  • Blast cannon damage buffed to from 12 to 16

Internal

  • Much better frame rate limiting code
  • New animation commands to avoid XML duplication

As per usual, download and install over the top of your old version. Also as per usual, all your progress and saved games are invalid – bah! – that’s the perils of beta software. So I advise you start a new profile from scratch and test Endless Mode for me :)

5 Oct
2010

Eurogamer Expo 2010


Well, I went to Eurogamer Expo 2010 this year on the Friday, thanks to Dave Hayward at the recently-merged Mudlark. Dave arranged it for us to showcase Revenge of the Titans at the Indiecade booth round the back of the show, along with a few other indies. Extra super thanks to Dave for being brilliant! Unfortunately I didn’t take a worthy camera with me so there aren’t any exciting pictures of me doing exciting things, which is just as well, as I’m not too photogenic.
Read the rest of this entry

29 Sep
2010

Titan Attacks, Ultratron and Droid Assault updated

Just a quickie post to say that we’ve updated the three older games. In particular we’re hoping that the mysterious crash in Titan Attacks on some Macs has been fixed – if this has happened to you (it happens when the first mothership appears) can you let us know if it’s fixed the problem? (By the way, the version number hasn’t changed)

Also, a question to the masses:

What would you pay for all three games in a bundle? What price threshold would make you just buy the lot on a whimsy?

27 Sep
2010

Revenge of the Titans 1.52, and Very Cool DRM

I’ve just uploaded the latest and greatest Revenge of the Titans, version 1.52, which is a mostly hidden-behind-the-scenes sort of update, and lots of little bugfixes. As per usual point your browsers at the following links, and if it doesn’t say 1.52 on the title screen or the installer, that means you’re still getting the cached version from our content delivery network provider (simplecdn.net), which is annoying, because I especially purge the caches every time I do a new upload!

Windows
Mac OS X
Linux

Linux users – we are aware that Java Webstart is completely rubbish and we’d like to give you a completely standalone application with an embedded JVM in it and so on – we just have no idea how to actually do it yet :)

Also, we have finally finished implementing the coolest DRM ever invented.
Read the rest of this entry

13 Sep
2010

Revenge v1.51 released – you asked for it!

We’ve been listening to your feedback on the Revenge of the Titans beta over the last few months, and with this new update (v1.51) we’ve attempted to address some of the most requested changes. And of course there’s a load of other tweaks, not least finally the ability to sell buildings! Here are the download links…

Windows
Mac OS
Linux

Don’t forget to check the version number to make sure you’ve really gotten 1.51 installed. Here’s what’s new, changed, fixed, twiddled, and nerfed:

Bugs Fixed

  • Fixed: stuttering sound (hopefully!)
  • Fixed: HUD money updates when intermission screen is showing
  • Fixed: Reloading a turret in build mode should stop build mode
  • Fixed: Can’t reload a turret or collect a factory when in Build mode
  • Fixed: creating path for gidrahs overwrites odd ruin tiles – needs to either leave them or delete all tiles associated with the ruin
  • Fixed: dialog text not centred on game over
  • Fixed: Apostrophe key ‘ now correctly selects autoloader for build
  • Fixed: Load/Save. Again. All files now stored in user home directory.
  • Fixed: Gidlets now only immune to explosions when spawning
  • Fixed: Ruins used to block blaster fire in their bottom left corner: this is now specified per ruin for the whole ruin or in a mapping attribute

New Features and Enhancements

  • Medals
  • Ranks
  • New intermission screen
  • New ESC menu
  • Wired up ESC button on HUD
  • Completely new in-game UI
  • New Game Over UI
  • Added the in-game menu to the research/story screens so you can quit out at that point.
  • Change the way shield generators work
  • Wire up new options (to hide various GUI stuff)
  • Rockets now explode when they hit the edge of the map
  • New research GUI with all the stats and two different views
  • Sell mode
  • DEL key wired to Sell mode and middle mouse button
  • You get 10 seconds to sell a building after construction in which you’ll get 100% of the money back (like an undo)
  • Laser to be able to fire into mountains (turret needs to be able to see too)
  • Appropriate story tweaks when flying gidrahs appear re: lasers
  • Removed [X] button from hints panel – click anywhere to close it now
  • Hints now remain onscreen for 7 seconds max
  • Top HUD fades out as mouse approaches
  • Bottom HUD now hideable with toggle button (INS key)

Balance Changes

  • Gidrahs now get a little more urgent and fearless when the timer runs out
  • Nerfed damage bonus for alien anatomy to just +1
  • Increased research cost of a few things
  • Nerfed laser/rocket ranges a little
  • Saturn gidrahs now a teeny bit harder
  • Slightly increased saucer duration on earlier levels, decreased on later levels
  • Reduce crystals available slightly now Sell button implemented
  • Tweak tuning: game needs to be tiny bit harder tiny bit sooner

Internal Stuff

  • Completely change the way game metastate is persisted
  • Store exact representation of level instead of relying on dubious random number seed
  • Gidrah now uses 1/32th the RAM courtesy of using packed bits in ints in its tiny brain
  • Awarded a non-repeatable medal sfx
  • Awarded a repeatable medal sfx
  • New rank sfx
  • Sold sfx
  • Can’t build sfx
  • Insufficient funds sfx

And onto a few pics…

We’ve had a fair few requests to be able to see the statistics of researched buildings, and to see in some form the research connections between technologies and buildings. Here’s the new Research screen showing those stats, and the improved table and the new tree layouts…

(You can read more about the changes in Research GUI for the Tweak)

Adding the requested ‘Sell’ button required a HUD redesign, so we made some oft suggested alterations as well…

( more info here: Revenge of the HUD Redesign and Revenge of the HUD part 2 )

The old in-game ESC key menu has been given a restyling, and is now accessible from a HUD button. You can access this menu from the various Story and Research screens by pressing ESC too. Options on the Game Over screen have also been updated…

And last but not least, the Achievements dialog showing Rank and Medals…

There’s also a new Level Complete dialog – though that looks a bit pants at the mo, so wont bother with a screenshot :) That’ll probably get a bit of a tidy up in the final polish stage of development.

Next up on the todo list – Cas will be adding Endless and Survival game modes, and I’ll add badge graphics for ranks before making a start on the Titan levels. The jury’s out as to whether to tackle Endless or Survival first, but right now we’re hedging our bets with Endless mode, which is like the current campaign mode, but without a story, or… an end. Just level after level of slowly increasing size and difficulty, drawn randomly from the scenery we’ve done so far, until you are defeated (and there’s only one life). We expect Endless games to take hours to play, by which time you will probably be a gibbering nervous wreck.

2 Sep
2010

What happened back there?

You may or may not have noticed our server being extremely broken lately. In fact a week ago it developed a fatal bad sector on the boot disk and exploded, taking everything with it (including lwjgl.org unfortunately which is still not back up yet). We’ve worked tirelessly trying to piece it back together in between day jobs and progress on Revenge of the Titans, and it’s popped up and gone down like a yoyo ever since, occasionally losing the odd blog post and comments in the process.

We still don’t have email (though we do still have the puppygames Gmail account, so keep using that, please!). Hopefully this will be sorted fairly imminently.

Because of the server’s unexpected demise we completely missed the August 29th date for releasing Revenge of the Titans 1.51. So what we’ve done is roll it all up into a slightly bigger release with what was going to be in 1.52, and this is now scheduled for release on 12th September. The big things in the new release are:

  • You can now sell buildings! And if you’re quick enough (10 seconds), it won’t cost you a bean.
  • The HUD has been completely redesigned and can be hidden from view when you need to place buildings right down the bottom
  • The research screen now has a tree view as well as a categorised view, and all the building stats are available for researched items
  • Introducing the Medals screen, which you can view at any time, showing you the medals you’ve earned in your war efforts so far (with a total score)

Stay tuned for updates!

24 Aug
2010

Research GUI for the Tweak

Next up for GUI tweaking is the research screen, which currently looks like this…

There’s 2 major changes to make that people have requested:

  1. to be able to view more complete info and stats of already researched items
  2. some way to tell what research item leads to what, rather than effectively having to guess

The following images are first thoughts, and quick mockups – I know they don’t make a lot of sense as to what’s being hovered on,  refineries don’t lead on to robotics etc. :)Read the rest of this entry

24 Aug
2010

Revenge of the HUD part 2

Thanks for all the feedback on the HUD changes – it seemed opinion was split between versions 1 and 2, but with the majority in favour of version 1, so I’ve gone ahead and sorted all the graphics and XML for that.

It may be possible to add some option to choose between the two at a later date, and I’ve arranged the various buildings so that they could potentially open up from category icons in little panels of 1×3 or 2×3 building icons… but as its taken 2 and a half days of fiddling to sort the HUD out so far I don’t think I’ll have time to do that before the next release which we have planned for Sunday.

This is how it was looking before…

… and here’s how it looks now….

Changes made…

Read the rest of this entry

20 Aug
2010

Revenge of the HUD Redesign

We’re going to be making a few changes to the buildings/powerups panel. Here’s the current HUD….

First of all, and by popular demand, we’re going to add a sell button. Unfortunately there’s not enough room to squeeze it into that bottom panel, as that’s about as wide as it will go on a vertical display – the max width when vertical is shown by the dotted lines.

We could make the icons smaller to squeeze it in, but some people have also commented on the icons being too small to tell apart easily as it is, so that’s something else that would be good to address as well – magnification on hover being one suggestion.

There also needs to be a way to be able to hide the buildings/powerups panel, as it prevents building along that bottom edge.

So, 2 different designs after the jump…

Read the rest of this entry

15 Aug
2010

Saturn released!

Well, we’ve finally released the Saturn levels for Revenge of the Titans under the guise of version 1.5! This has been quite a complex release, what with the addition of several completely new alien types and a whole new world, and an awful lot of fiddling with balance, bug fixing, enhancement, and so on. Without further ado, here’s the links:

Windows

Mac OS

Linux

Like last time it would probably be a good idea to play through from level 1 again with a new profile, as the amount of money available in the levels is somewhat different now, as is the cost of researching various things.

And here are some pics…

Yes, the boss is armed with a laser. No, he’s not very friendly.

Read the rest of this entry

28 Jul
2010

Titan Attacks and Ultratron receive a little love and attention

Hot on the heels of the recently tweaked Droid Assault, our awesome Paradroid remake, fresh versions of Titan Attacks (now v1.95) and Ultratron (v2.3) are now in place and ready for your sweaty palms.

As the sort of person who reads the Puppyblog, you are undoubtedly already aware that Titan Attacks is the best remake of Space Invaders ever in the world in space. And as we know time is space, that means it’s the best Space Invaders game of all time and that will ever be. However, if you are the Googlebot, you might not know this, and parsing this blog with your googlebot brain will hopefully make some connections of that sort.

Ultratron is our take on Robotron 2084, with the added twist of it actually being playable by ordinary human beings. And having lots of powerups, and bosses, and stuff. It’s actually nothing really like Robotron but people will keep on making the comparison, so we humour them and smile condescendingly, knowing that such people weren’t even alive in 1982 when Williams unleashed the grand master of all dual-stick shooters on an unsuspecting arcade playing population.

Hm, I’d quite like someone to make Bezerk for me…

Anyway: same deal as before – just download and install over the top of your existing ones. Registered games stay registered. Happy blasting.

27 Jul
2010

New Droid Assault Uploaded

My favourite game, Droid Assault, has just received a little TLC, and updated to version 1.8. This version should install correctly on Windows Vista and Windows 7, and it should also work on ATI Catalyst 10 drivers. You may or may not notice it running a little more smoothly as well, especially on slightly older hardware, though I really doubt you’ll notice it. Four other things were fixed:

  • Multi-core AI was completely broken but nobody seemed to notice. They’ve had their brains ripped out and replaced with the brains from the gidrahs in Revenge of the Titans.
  • The disruptor now does 50% more damage.
  • The S490 droid is less annoying now, having twin blasters and moving 50% quicker.
  • Registration details now fade after 30 seconds

I hope you have fun with it!

Any problems, please let me know as soon as possible. I’m off to bed now.

24 Jul
2010

The Trouble With Balance

I’ve been having balance issues lately. It’s not due to the giant bottle of gin I have just bought, either. Rather, it’s all about the problem of balance with the cost of stuff, crystals, and the value of the gidrahs when you destroy them.

First of all, I have a feeling that there are too many crystals on most worlds, which let you harvest an awful lot of cash that way. Secondly, I have another feeling that silos may be just too damned useful. The difference between having silos around all your refineries and not having silos is pretty drastic. So I think they’ll be first up against the wall when the nerfing revolution comes. Which will be around the time of Saturn. Silos will become somewhat less effective – I think I’ll reduce their efficiency increase to just 10% (down from 25%) per silo. And there will be a smallish reduction in crystals. In fact there will also be a reduction in crystals if it appears you’ve got a whole lot of cash in the bank, too, as you’re clearly doing rather well.

Also, the amount of money that can be harvested by shooting gidrahs is pretty massive. This sort of lends itself to a gameplay balance issue whereby the player doesn’t have a whole lot of incentive to bother collecting crystals, especially if you get the aliens cornered in a tight spot and can keep them at bay using minimal firepower and expense. Or alternatively the collection of crystals can be trivial if they’re behind the choke point on the map, meaning you’ll come away from a level with $30k in the bank.

The difficulty range was supposed to work best in the range of $0-$15k or so, but clearly it seems I’ve got to extend it to cater for up to $30k. And so I shall :)

Work on Saturn continues, with suicide exploding gidrahs working nicely, and the code for flying aliens in, but they don’t yet drop bombs. And we can’t seem to get a good graphic for it yet, so to distract himself, Chaz is doing the scenery instead, which revolves around toxic waste and pumping machinery. I tried a nice simplex noise fog shader for some cool weather effects but discovered it was too slow, so that’s on the back burner again and unlikely to see the light of day.

And finally, I got around to fixing the three older games, Droid Assault, Titan Attacks, and Ultratron, after leaving them broken for over a year (the wouldn’t work on ATI cards, and also wouldn’t install on Windows Vista or Windows 7 properly). I’ll upload nice fixed versions this weekend with any luck.

17 Jul
2010

Rest in peace, Teazle

Teazle the dog

Teazle in the snow

It is with great sadness that I have to report the death of Teazle, the most lovely dog in the world, who was with us for 12 years. Teazle was the other puppy behind the name of Puppygames (Smudge was the other, but she passed away many years ago now). We’re all very very upset and won’t be doing any work for a few days. We miss you, Teazle x

14 Jul
2010

The Tech Tree

Some kind soul on the ever-lovely RockPaperShotgun made a lovely tech-tree graphic. I’ve not checked it for accuracy thoroughly but I thought it’d be worth sharing with you all.

You will be horrified and dismayed to discover that the really cool exotic weapons, the laser, rocket, and disruptor, will now cost a staggering $15,000 to research in the Saturn release. They are the pinnacle of offensive technology! They’re supposed to be really hard to get. At least, early in the game.

Lasers and rockets have also been nerfed very slightly in the forthcoming release. Lasers will do a teeny bit less damage, and rockets only explode when they hit their actual target location (as opposed to anything in their path). Also, rockets will cause splash damage to any nearby buildings! This means you will have to be very careful to place them such that gidrahs won’t slip behind them and amongst your valuable buildings, causing it to start raining rockets down on your own base! The sword has two edges, etc, etc.

All three exotic weapons now cost a huge $5000 to buy as well, reflecting the fact that with two of them you can pretty much defeat any level with relative ease. You still can, of course; you just need to be rich enough to afford to :)

Droids and turrets had a “big” AI overhaul; they now select new targets every 2 seconds, which means if something more suitable to shoot comes along, they’ll switch to it. Droids fire a bit more rapidly now, and move a smidgen more quickly as well.

And lastly autoloaders are somewhat cheaper at just $750. You know you want them! Sit back and watch the battle take care of itself :)

In other news, Chaz has been hard at work on Saturn, and he’s got Saturn wraiths done, and is currently finishing off suicide bombers. These little critters start off slowly, then accelerate towards their target, whereupon instead of biting, they explode causing splash damage to all buildings nearby! Better shoot them from a great distance. Fortunately being explody they are quite easy to pop.

10 Jul
2010

Titans Rescue Old Lady’s Cat From Tree

Well, if by “rescue” you mean “eat and then stomp the tree into the ground”, then this is an accurate headline for a slightly more mundane but much more significant event, which is the release of Revenge of the Titans 1.4! This is a tweaky bugfixing sort of release that addresses all the pesky issues that made it into the slightly rushed Mars release, and is 1,000,000 times much more betterer. The Saturn release won’t suffer these problems, oh no. That’s because we’re going to take a little bit longer over Saturn to make sure it’s not so broken this time. Expect Saturn (the 1.5 release) to be in approximately 6 weeks time. On Saturn you can expect to find rather irritating flying Titans that drop bombs. In the meantime, download v1.4 because it’s a great improvement on 1.3.

Download Links

Windows
Mac
Linux/Webstart

What’s Fixed

  • Fixed: difficulty calculation wrong way around
  • Fixed: 50%/25% typo in building/research description for Silos
  • Fixed: Mouse speed not persisted between sessions
  • Fixed: Mars boss won’t die (general gidrah problem: when told to die they should die)
  • Fixed: hotkeys suppressed when screen becomes unblocked until key is released
  • Fixed: ESC from menu quits game instead of simply closing the menu!
  • Fixed: spider attack sound
  • Fixed: Assertion failure: removing a cooling tower
  • Fixed: Can lay factory nowhere near crystals if move mouse fast enough

What’s Changed

  • Allow barricades to squash trees, cars, etc
  • Adjusted monetary value of Mars gidrahs up a little
  • Crystals now spread out randomly
  • Decoy now costs $2500
  • ESC key works on research screen (and RETURN does NEXT LEVEL)
  • Increased fire rate of droids a little
  • Minimum range for rocket launchers
  • Only show full address on first registration
  • Reactors now only $500
  • Stopped boss from being knocked back or easily stunned
  • Spread crystals out more depending on research difficulty & attempts
  • Tweak rush difficulty
  • Tick queens spawn slighly more ticklets when they pop

Your Thoughts Appreciated About…

I mooted a little thought with Chaz earlier on… the gist of which is this: we’ve been working on Revenge of the Titans for, hmm, two and a half years now, and we’d like to see the back of it so we can do something even more utterly cool, like Minecraft perhaps, but with blackjack, and hookers. So I pondered this question:

What if we ditched Titan, the “world”, and made the moons of Saturn be the last “world”, ending with Titan?

And then we add the Endless and Survival modes to make up for the missing 10 levels. I’m not sure how much more we could add to the game in Titan without possibly making it feel a little… stretched, if you see what I mean. Apart from flying Titans that drop bombs, there were going to be Titans that actually shot back, and, er, that was about it, for things I was going to add in Titan itself. Perhaps we should just have shooty gidrahs on the Saturn levels already?

The Saturn levels are already going to take as long to actually physically play through as the whole of Earth, Moon and Mars combined — the levels get longer and longer to make some real epics — so would we really lose anything significant here? I know that as a gamer I’d be thinking, “More levels! More levels!” but … and it’s a big but… I know I’d probably also be thinking, “…but the new game modes would be more fun really.”

Any thoughts on what to do? Would you rather Endless/Survival modes instead of 10 more levels? Do you insist on both? Do you want us to start writing another even cooler game?

5 Jul
2010

Mars Invaded!

Earthlings! Your puny efforts to defend yourselves against our remorseless hordes will soon falter! Even now ten legions of our crack troops close in on your poorly defended Martian strongholds! We have resurrected the spirits of our ancient heroes to freeze the very blood in your veins!

Yes, we are finally pleased to announce the release of Revenge of the Titans 1.3, which now includes the Mars levels, and a list of tweaks and features as long as your arm. There’s still tons to do but the Martian levels should keep you nicely entertained for the next month or so whilst we work on the Saturn levels. In the meantime, we advise starting again from level 1 because the game has changed balance-wise quite significantly. The costs of things have been tweaked rather a lot and there are some significant changes to harvesting crystals (tip: you really, really want silos) and some changes probably required to your strategy.

Update: minor disaster with the current version… Bug: Enemies don’t appear on level 1

We’re uploading fix – should be ready in 30 mins or so

… so don’t click on these for now ...   should be ok now

Direct Download Links

Windows

Mac OS X

Linux / Webstart

1 Jul
2010

Mars delayed a tiny bit!

Well, it’s midnight here in the UK and 1am in the dark cupboard in which Chaz lurks, and we’ve still got stuff to do on the game! And I’ve got work tomorrow morning as per usual, and I’m too tired to do a release now and bugger it all up!

So… hey what’s that, over there?

<flees>

Yes, it looks like this deadline has sailed past us and we’re not ready to release the Mars levels just yet. It does look like a weekend release is on the cards though, as what’s left is not a huge amount of work. Our humble apologies for being late! But, you know, better that it’s good, rather than a bug-ridden heap of poo, I think.

Here’s what we’ve got so far, new-feature wise:

  • Add keyboard tooltips to “shop” popup
  • Allow player to navigate back from the story screen to the level selection screen
  • Anatomical research now yields a +1 bonus to armour piercing for blaster rounds
  • Back button on research
  • Back button on story screen
  • Bezerk now instantly reloads all turrets
  • Building things on top of aliens now damages the building (and may blow it up completely before it’s even built)
  • Collectors cheaper
  • Conditional stories that appear depending on what you have or have not researched
  • Difficulty adjusted at start of level based on number of attempts
  • Difficulty attenuation now is itself attenuated as gidrahs are destroyed
  • Difficulty now calculated based on current cash and value of buildings in play
  • Disruptor now has range increased very slightly by scanners
  • Earth boss guest appearance on Mars 5
  • Erase attempts numbers past last ended level
  • Increase boss speed and hitpoints
  • Increase memory: 160mb max heap
  • Lasers and rockets now have greater initial range and greater range increase per scanner
  • Lasers no longer sweep: they were far too powerful!
  • Levels now randomised completely every game
  • Make levels where aliens come from all sides slightly easier
  • Max level only set if a level is completed
  • Mid-spawners
  • Mines, rockets, smartbombs and disruptors now ignore armour
  • Multiple stories per level
  • Nerf turret fire rate ever so slightly
  • Nerfed droids fire rate
  • Optimise laser beam to use quadtree for collision detection
  • Optimise turret target acquisition to use quadtree and delay retries
  • Show keyboard tooltips a bit longer
  • Silos cheaper
  • Spiders
  • Ticks
  • Turrets to target aliens they’re better at killing preferentially
  • Wraiths fade in slowly as they approach their target

Here’s the bugs fixed so far:

  • Fixed: all known exceptions except GL drivers and saved game problem
  • Fixed: Destroyed buildings not updating nearby buildings (silos + factories?)
  • Fixed: Laser offset
  • Fixed: Money displayed on Moon level select is actually Earth money – should be Moon money!
  • Fixed: Turrets show wrong range in ghost mode
  • Fixed: a laser sometimes keeps on missing target (was actually just not hurting it)
  • Fixed: can build weaker barricades on top of stronger barricades – oops!
  • Fixed: gidrahs speed up when the level ends
  • Fixed: ingame menu resets mouse pointer
  • Fixed: map generates forever
  • Fixed: Fullscreen/large/med/small window selection is buggy
  • Fixed: turrets can now see aliens past obstacles which can be shot over (such as craters)
  • Fixed: decoys still not working

Unfortunately, we’ve still got all this to do:

  • Tweak stories for Earth (gidrah stats, extra story entries)
  • Stories for Mars
  • Mars colours
  • Mars roads
  • Mars boss death animation

and these really important bugs to fix:

  • Blast mines set off straight away when painting them
  • Ticklets can spawn on top of buildings, and subsequently get stuck
  • Occasional strange lag/slowdown
  • Level generated without any crystals
  • Strange problems with pathfinder killing aliens
  • Pathfinder seems to be allowed to overrun its maximum think time
28 May
2010

Revenge of the Titans 1.2 released

Late last night I uploaded 1.2 of RoTT. The mirrors may or may not pick it up correctly (and Webstart/Linux will probably get it wrong too – clear your cache), but you can tell what version you’ve got because the installer now says it’s 1.2 when it’s installing on Windows; and on the Mac there should be 1.2 in the program information from the Finder; and the title screen, if you look closely somewhere around the middle, should also say 1.2.

Mirrors:

Windows

Mac

Linux (Webstart)

What’s Changed

  • Factories now scavenge around for patches of empty crystals instead of just stopping when their current patch runs out. Less clicking! Hurrah!
  • Scanners are now more expensive at $750 (on account of just how bloody useful they are), and batteries are $500.
  • The moon aliens are worth a bit less cash when they’re destroyed, and they’re slightly tougher.
  • There’s been some tweaking of the game’s auto-difficulty adjustment function. If you get badly kicked in, the replay should be much more doable. It should also get harder a bit sooner as a result of the gestalt changes to pricing and such.
  • That annoying bug where an alien would scurry off to the bottom left and go hide in the bedrock has been fixed. Hurrah!
  • Aliens no longer self-destruct when cutting past scenery.
  • The maximum useful number of scanners/batteries/cooling towers/reactors that you can stick next to a turret or whatever is now 4. Any more than that won’t make a difference.
  • Fixed the laser problem when it was firing so fast its beam hadn’t finished the last shot, and wasted the ammo.
  • Adding batteries to turrets now dynamically adds to their ammunition – no need to reload.
  • The levels are ever so slightly smaller to begin with. A little more claustrophobic perhaps.
  • The level will begin automatically if you’ve got less than $100 (and therefore cannot place a refinery to start the level)

So What’s The Best Strategy?

Well, there’s a funny thing about our games… I’m not all that good at them myself! I’ve never completed any of them fully. There are loads of far more talented gamer types out there who have done. I once got an email from someone who’d found a problem on level 75 of Droid Assault (it’s a danger stage populated entirely by laser-shielded battledroids, that are themselves armed with lasers. You can imagine what the problem was when he transferred). Level 75!! I’ve never even got to level 50 without cheating. But there we go.

So far, what I do generally in RoTT is this:

  • Now I’ve made it so that you can look around before the aliens come, I set up a few key defences along the roads if I’ve got more than $1000 in the bank.
  • I never place things actually on roads if I can help it, because the gidrahs will very likely want to trample on them. Except for mines. I plonk mines in lines down the roads, and it blows them to smithereens one at a time. Mines are good.
  • When I’ve done that I paint as many refineries as I can next to as many crystals as possible. I spend every last penny on refineries. This is critical to success. It only takes a second full collection to make $100 profit from a refinery.
  • If (as often happens) the refineries are between your base and the gidrahs, they’re going to trample it. Get some walls up and put a few turrets behind them.
  • Eventually the gidrahs are going to get through your initial defences. I usually end up putting some big guns and a bunch of upgrades next to the base, and plonking concrete in front of them. Then it’s a case of nailbiting worry and frantic reloading.
  • I don’t always research something. Particularly by the Moon levels, things are getting mental. If I start a level with less than $2500 in the kitty I usually get kicked in. Sometimes you’ve just gotta save your cash. You can research something on the next level. You’re not honestly expected to be able to research everything by the end of the game. Choose your path. If it doesn’t work out… go back a few levels, maybe take a different turning.
  • As for research, I get all the basic tower upgrades done first before going for heavier guns. You only need the heavy guns from level 12 onwards.
  • Mines are especially effective on armoured targets or ones with loads of hitpoints. The bog standard rank-and-file gidrah can be picked off by spamming them with ordinary blasters – so don’t put heavy guns down in their way – it’s a complete waste of money and overkill.

A number of people have commented on the usefulness or not of the droid factory. The droid factory actually has a special purpose, and it’s related to what happens on Mars, where you will encounter gidlets. Gidlets can’t be targeted by turrets because they’re too small – you need to go hand-to-hand with droids. Droids are only otherwise much use against unarmoured targets as they have tiny little blasters.

Likewise you may be wondering about capacitors. Apart from how cool they are, especially with a few reactors and batteries nearby, you’ll be needing them to zap wraiths on Mars, which are invisible and therefore won’t get shot at by turrets or droids. You have been warned!

Some Reasoning about Game Design

So… why is this game so difficult for some, and so easy for others? What am I doing about it? Why are the things the way they are and not exactly howyou want them to be?

For example why’s there no difficulty selector? (In any of our games?)

Here’s my reasoning on difficulty selection. I don’t necessarily want you to agree with it, but understand what it is we’re trying to achieve with what we have: our games automatically tune for difficulty using a variety of performance metrics gathered from the player’s performance over time and on-the-moment. With a difficulty selector, people have no idea what difficulty to choose initially. I always select HARD in case EASY is boring but often I end up having a bit of a tedious time quickloading games every 20 seconds because actually, hard was too hard. Once I’ve chosen HARD, that’s it – there’s no changing it, no going back.

With auto tuning difficulty, the game starts off very easy. If you’re good – which it works out by how much money you’ve got in the bank, how many things you’ve got researched, and how many levels you’ve finished straight without defeat so far – it gets harder. Up until the point where you just can’t cope, and you get defeated. At this point, it lops a huge factor off the difficulty and invites you to try the level again. If you still get defeated, it lops even more difficulty off the level, until finally, you’re playing it as if you were a n00b right back at the beginning of the game again, albeit coping with all the new things that have turned up. The idea with the difficulty is that it slowly creeps up and if we get the balance just right, you’ll be having a fairly permanently frenetic time until you finally taste defeat. Defeat is part of this game. You are destined to be overwhelmed a few times. This is deliberate in RoTT.

Some people might be finding the game disproportionately hard even so. That’s because it’s a very deep game. There are a lot of things to juggle simultaneously – strategy, expenditure, mouse dexterity, research. You’re probably not thinking very hard. This is not a casual game! It’s not even a tower defence game. It’s an RTS, and a cunning one at that. Rethink your game!

I’m off on holiday to France now leaving all the problems that surface with poor old Chaz, so be nice to him, because he doesn’t know how to fix the server if it breaks, or any bugs.

27 May
2010

Version 1.1 of Revenge of the Titans Uploaded

“Earthlings! Some of you are still attempting to thwart our awesome might using your puny version 1.0 turrets! Perhaps you would fare better if you downloaded the new 1.1 release and installed it over the top of your old and busted version!”

Things which have Changed

  • Mouse scroll speed is now fixed
  • Slightly more useful mouse speed adjustment range (default position 3 of 10)
  • The gidrahs do not start their advance until you place your first refinery. Go and make a cup of tea, look around, maybe place a few defences in strategical locations!
  • Going back a few levels to try a different tactic now works as you’d expect it to
  • You now get a bonus for recycling at the end of a level: your buildings are all sold for 40% of their original purchase price, scaled by their remaining hit points, to the nearest 50$. This is paving the way for the SELL BUILDING button which will appear with the Mars update at the end of June.
  • …but now the integrity bonus of the Moon base is smaller to compensate
  • The earlier levels will be ever so slightly harder than they were before
  • The game now ends at the end of the Moon (registered or not) because it’s a bit pointless playing any further at this stage, as Mars and so forth are completely unfinished placeholders!
  • Hopefully the Mac crash when you place a refinery is fixed. But without a Mac to test it on I won’t know until you bug me.

We’ve been carefully listening to all the feedback we can find on the whole internet and subtly planning modifications of various sorts that will come with the Mars levels.

Quick Tips

A fair few people have commented on the amount of clicking you’ve got to do in the game. You should know the following things:

  • You can click and drag when harvesting refineries, reloading, and building! Mouse down, wiggle all over factories, release, done. Likewise you can paint a line of turrets or reload them all.
  • Every button on the UI has a shortcut key. The three most useful ones are R, to go to the next empty turret; E, to go to the next full refinery; and Q, to take you straight to your base. TAB will fast forward the action in dull moments.
  • Right-click on a building to select that sort of building in build mode. No need to hunt around in the little icons if you can see another such building already on the screen.
  • The game evolves over time. It will eventually become impossible for you to manually deal with harvesting all your refineries and reloading your turrets. Certain avenues of research will glean you buildings that will do the job for you. The game evolves from a micromanagement cross between Cake Mania and tower defence into a macro management and strategical game.

Another few tips you might want to know, if you’re struggling with the difficulty sometimes:

  • Build as many refineries as can possibly fit around all the crystals you can find. It only takes two full harvests to make $100 profit!
  • If you get owned, replay the level. It will be a bit easier next time around. If you’re really at a dead end, go back a level or two by going back to the title screen – your progress is preserved at each level (until you go back levels)
  • Level 18 is hard. Be prepared! Make sure you’ve got plenty of money before you start it. Maybe skip a level of research.
25 May
2010

Disaster!

Well, you know how it is: you toil away in obscurity for 5 years and then all of a sudden everyone wants to play your new game, all at the same time. So your server is flattened as if by a tsunami of eager Earth Commanders eager to turn the tables the advancing Titan hordes, and boom! the registration key generator dribbles its last, expiring quietly, without telling anyone.

We’re working with BMTMicro right now to get everyone their registration codes which didn’t come through. I’ve got about 50 emails to reply to and assure everyone that everything’s ok! We got all your orders in the BMT database, but they just need to be sent over to our server now. Stay tuned!

By the way – don’t play past the end of the Moon yet! Mars and so on are completely not at all done at all, with just placeholder graphics and aliens that aren’t even drawn right and have the wrong hit points etc. etc. – it’ll be very boring! Mars should be coming at the end of June, and you’ll have to deal with wraiths and gidlets!

While BMT help sort out the problems we’d just like to thank everyone massively for helping us out and for being extremely patient while we get the problems fixed. We’re reading every single little bit of feedback or commentary all over the whole internet and I’ll be making all sorts of little improvements and tweaks based directly on your feedback.

In the meantime I’ve got to hold down a day job 9 – 5 thing while dealing with all of this still – and guess what we’re doing at work? Yes, releasing a big bit of software this week, which doesn’t work yet.

Back to panicing.

UPDATE: the key generator was fixed as of last night, and looking at the stats this morning, everything’s working fine, so hopefully no more problems with new registrations. Things are slow with BMT to sort the backlog though, so we’ll manually register those today. Everything should be sorted by end of today. Phew.

UPDATE: manually registered all those that the key generator had previously failed, they should all now be working fine… and then it breaks again :( currently waiting for Cas to return to fix.

UPDATE: that was me just being daft – key gen is working, database was blocked cos i was adding stuff to it manually. doh. Everyone now should have keys. Hurrah!

UPDATE: nope, not just me being daft, it’s still not quite right :( Still only affecting a few people, apologies to them. I’ve manually added the recent few – all up-to-date at the mo.

24 May
2010

Revenge of the Titans beta released!

t’s finally here… playable beta demo to download, and now available to pre-order at 50% final price!…

www.puppygames.net/revenge-of-the-titans

Our server is currently taking a massive hammering though, so apologies for the painfully slow download speeds – we’re looking into solutions

Update: server fell over! we have Windows version download mirror sorted now, but have had to restart the server, apologies again, we weren’t expecting quite such a massive demand :)

23 Apr
2010

Wallpaper of the Titans!

We will be releasing a pre-release demo of Revenge of the Titans very soon, honest…

In the meantime here’s a nice big pic (1280×800), ideal for putting up as wallpaper or desktop background or whatever you want to call it. If anyone wants particular sizes for desktops just comment away and your wish will be my command. As long as you say the magic word. And as long as it doesn’t involve me doing much work.

Click on the pic below for the full size image…

Read the rest of this entry

22 Apr
2010

Unfinished things – The Time Pilot / Uridium Project

Rummaging around in some dusty old project folders I came across these old mockups. Back in June 2008 we started work on a TIme Pilot ‘inspired’ game which was shaping up nicely, though we didn’t get as far as adding the Uridium style ships…

However, it felt severely limited by our old odd square format, giving you very little time to react to the enemy ships. We’ve dropped that now though and gone all widescreen for Revenge of the Titans, so maybe that wouldn’t be such an issue now.

The other problem was that it induced extreme motion sickness in a few people :)

Would that put anyone off, or worth digging up one day… once Revenge of the Titans is all done? Titan Attacks 3 perhaps?

15 Apr
2010

Rock Paper Shotgun Loves Us


Rock Paper Shotgun

… and we wuv them back, too, for they have interviewed me. And yes, I speak the truth, it does appear that we’ll have a pre-order demo ready in a couple of weeks, and it’ll be 50% off, and the full game will appear in the summer!

Best get back to the drudgery of the day job first though.

Bah.

The to-do list currently looks like this:

  • Alien stuck in corner of map inexplicably
  • Double music playing on start of world
  • Research screen
  • Twiddle story xml around
  • Research tree
  • Replay Level button on Game Over
  • Clearer “reloading” timers
  • Some unique landmarks
  • Shift-click on a building to switch to Build Mode using that building (if still available)
  • Increase barricade / mine limit with silos?
  • Add ammo counter to capacitors?
  • Medals screen
  • Show medals earned on complete level dialog
  • Put in a load of tips
  • Hiscores screen
  • Different sfx for factory shutdown klaxon, base attack, base critical
  • Bezerk effect
  • Freeze effect
  • Mars
  • Saturn
  • Titan
27 Mar
2010

The ToDo List

Just when you thought game development was all exciting and interesting and full of screenshots, kebabs, and nubile wenches feeding us creamy grapes and wafting our sweaty feet with palm fronds*, I thought I’d share the To Do list with you, as of today, and the Done list, as of the last 6 months or so:

Bugs

  • Crystals not being removed from map when exhausted
  • Double music playing on start of world
  • Fix story innaccuracies on Earth levels
  • Gidrah spawn point arrows in wrong place
  • Story screen sequence glitches
  • Restore is broken
  • Wire up powerup shortcuts in shop
  • Moon gidrahs need idle animations
  • Moon alt floor has some glitches
  • Turrets go from having 2 dits of ammo to RELOAD
  • change messageBox messages (eg. register failed)
  • change register email so it works like net.puppygames.applet.screens.EnterNameDialog…
  • need to set color to black, text to all caps, and email_x and email_y to be offsets like name_x,name_y

To-Do

  • Medals screen
  • Show medals earned on complete level dialog
  • Video
  • Put in a load of tips
  • Tip sequences
  • Building factories
  • Harvesting
  • Reloading
  • Placing turrets out of the way
  • Armoured gidrahs
  • Base under attack
  • Scripted tips that appear at set times in a level
  • Define level events and put in mechanisms to generate them
  • Adjust story in Earth and Moon for new tips system (and accuracy)
  • Hiscores screen
  • Remove screen flash from disruptor. Or tone it down.
  • Really Exit Game dialog when close button is clicked
  • Shift-click on a building to switch to Build Mode using that building (if still available)
  • Show approaching gidrah locations offscreen using edge radar
  • Increase barricade / mine limit with silos?
  • Add ammo counter to capacitors?
  • Different sfx for factory shutdown klaxon, base attack, base critical
  • Better sound when many gidrahs attack at once
  • Latest level should be highlighted in a different colour?
  • Minimap?
  • More feedback when activating powerups
  • Bezerk effect
  • Freeze effect

Done / Fixed

  • Leftover alien attacking squares – maybe related to knockback or angry gids
  • Deflected bullets at wrong angle
  • Earth levels at constant difficulty; moon increases difficulty very slowly
  • Armoured gidrahs to deflect bullets
  • Collector available at wrong time on moon
  • Moon too hard! Auto-difficulty tuning awry?
  • Center dialog text like ‘GAME SAVED’, ‘MISSION ACCOMPLISHED’, ‘GAME OVER’
  • Dialog text fade out bug?
  • One or two odd glitches in GLStyledText
  • Shop bleeps over invisible shop items
  • Adjusted price of silos, collectors, autoloaders, etc.
  • New factory mining sound effect
  • Factory mining sound effect overpowers all other sounds
  • SetLayers now works properly
  • Maximum 100 gidrahs on a level, and timer stops when maximum is reached
  • Crystals don’t wear out so fast
  • Story Screen characters to allow multiple speech bubbles
  • Backgrounds (bg) and separate anchors for backgrounds on settings
  • Anchors for settings
  • Shorten levels
  • Shrink levels
  • Slow down gidrahs on Moon
  • Smartbombs only affect a gidrah once
  • Autocollector now autocollects
  • Factories once more fixed price
  • <setlayers> animation feature
  • Frozen gidrahs don’t change appearance to frozen when attacking
  • Ensure some crystals are present on the level
  • Better VBO rendering path
  • More background loops for worlds pinched from Alien Flux and Ultratron
  • Award end of level bonus based on remaining base hitpoints and world number
  • Capacitor and laser can’t shoot through powerups
  • Zoom To Building doesnt seem to work quite right in widescreen
  • Factories to randomly select 1 nearby crystal to mine
  • Remove extra bases on Moon onwards
  • Fixed all buildings suddenly paintable by accident
  • Black out inaccessible areas of map
  • Crystal shrinking
  • Factory <-> crystal effect
  • Crystals to be impassable
  • tooltips appear in the wrong place
  • Fix shop background missing on first open (again)
  • Display number of attempts & ranking in level select screen
  • Dissapearing obstacles/crystals on first level played (attenuation bug?)
  • Offset and textOffset bug on areas
  • VBO stability problems
  • Allow clicking on saucer in build mode
  • Award players money when using smartbombs against gidrahs
  • Crystals to slowly be consumed by factories
  • Can’t build factory unless next to Crystal
  • Crystals generation
  • Show turret/capacitor range when ghosted
  • Widescreen support
  • Layout tags for areas
  • Maprenderer
  • Change GUI backgrounds
  • Adjust XML for GUIs
  • Change options screen
  • Change slots to use areas
  • Save and quit broken ( press it and nothing happens… press return to game and then it quits out with game saved message )
  • Centre=”x” or centre=”y” or centre=”both” for screens
  • Re-enable VBO code with checks and option
  • Fixed mouse disappearing into black areas of fullscreen
  • Fixed level completed / game over messages
  • Make so ‘factory collect’ message dissapears when ‘shutdown imminent’ appears – otherwise theyre on top of each other
  • Faded progress bar on story screen
  • Delete broken on profile screen
  • Force base position to be at least several sqaures away from edge of map
  • Stop text breaking when style changes
  • Better difficulty tuning
  • Reset mouse cursor on story screens
  • Fancy Pants text rendering for GLTextArea
  • Auto-bolding
  • Wait until boss & other effects removed before completing the level
  • Story screens
  • Fixed hotkey bounce on screen open
  • Fixed background insets
  • Restart level needs to reset game state to what it was when the level was started
  • Record number of attempts a level has been failed at and adjust the difficulty accordingly
  • Game screen pauses when covered by shop or other modal dialog
  • Make game easier for crapper players
  • In-game menu
  • Quit
  • Save and Quit
  • Restart Level option needed
  • Fixed not asking player for a name on first startup
  • Fixed fullscreen toggle being broken
  • Moved custom capacitor zap code into nice new TickableObject style
  • Fixed shop closing if RMB held down while opening
  • Much faster shop opening / closing
  • Fixed tick/update glitch that caused labels to appear momentarily in the wrong place
  • Investigate using plain VAs
  • Can now scroll the screen with WASD or cursor keys
  • Capacitors overpowered and too cheap – so now they recharge slower and cost twice as much
  • Mines overpowered and too cheap – so now they cost more
  • Investigate poor performance in build mode
  • Fix initial proximity effect bug when closing shop or building something
  • Zoom to last base when it is destroyed
  • Fix emitter bug – gun flashes having screen offset somehow applied wrongly
  • Fix emitter bug – see emitter-ruins-problem-2.png and emitter-yOffset-problem.png
  • Fix buggered looking Game Over dialog
  • Fix blurry edges of buttons
  • Accurate danger circles around barricades and turrets (checked in debug)
  • When clicking on game map, grab mouse
  • Tweak HUD & shop to show number of barricades / mines left
  • Fix shop descriptions so they’re accurate and fit in the area provided
  • Show disabled things in shop better
  • Limit barricade production & disable in shop when all used up
  • Limit mine production & disable in shop when all used up
  • Autoloaders to cost more each time they are built
  • Warehouses to cost mode each time they are built
  • Move game screen immediate mode rendering into effects
  • Fixed single frame delay when switching animations in frame command – hurrah! – loads of glitches solved
  • Fix shop background not appearing when shop first opened
  • Fix flicker on icons in shop / HUD
  • Stop RMB closing shop before it’s open
  • Fixed music not streaming because fade=1
  • Ramp up gidrah speed when factories are shut down
  • Game Over screen
  • Wait a bit longer after last base destroyed
  • Fixed slot effects highlighting when Delete dialog is up
  • Fix background insets
  • Fix game not ending when base destroyed
  • Fix proximity effects
  • Fixed gidrahs not clearing “attacking” squares and eventually just sitting around doing nothing
  • Disable factories and related buildings in shop after shutdown
  • Fix performance of Backgrounds
  • Bosses to ignore danger
  • Prevent gidrah crowding on mass attacks
  • When selecting quicklaunched buildings, don’t cycle the quicklaunch order
  • Gidrahs to attack barricades a bit more quickly
  • Stop alien animatino when thinking or stunned
  • Fix totally broken texture appearance
  • Tune difficulty exponentially rather than linearly
  • Fixed emitters
  • Further difficulty tuning
  • Turrets don’t shoot at dead gidrahs
  • Gidrahs now try and plot a route around your turrets!
  • Continue button on Game Over dialog not yet wired up
  • Fade very last segments of capacitor beam
  • Investigate why gidrahs don’t flash white when hurt
  • Make game easier
  • Only 2 sorts of gidrah on earth, and no armour
  • Gidrahs have less hitpoints
  • Slower gidrahs
  • More ammo from batteries
  • More range from scanners
  • More cooling from towers
  • More production from reactors
  • Fix factory count-up
  • Fix ammo-count down
  • Use colormap for timer bar
  • When base under attack click to zoom to it
  • Wire up B & click to do zoom to base
  • Wire up T & click to do zoom to turret
  • Wire up F & click to do zoom to factory
  • Don’t centre mouse when screens change
  • Longer period before aliens start coming to build base defences
  • Spawn bosses immediately
  • Fix cursors when screens change
  • Ability to specify formations in world definition
  • Pop up tips on HUD
  • Capacitor beam weapon effect
  • Performance fixes so far:
  • Speed up Labels
  • Triple buffer VBOs in sprite engine & other places
  • Only invalidate paths inside changed bounds
  • Speed up sprite engine
  • Speed up capacitor renderering effects
  • Speed up build checking
  • Turn off build effect
  • Faster pathfinding
  • Faster gidrah movement code
  • Double buffered VBOs in sprite engine
  • Removed call to glGetError() on SwapBuffers
  • Upgraded to LWJGL2.2.1 for VBO performance fix
  • Speed up saucer effects
  • Speed up building attack effects
  • Speed up text rendering effects
  • Speed up background rendering effects
  • Speed up build effects
  • Speed up proximity effects

* unless you’re my girlfriend reading this, in which case there are absolutely none of those involved in game development.

    24 Mar
    2010

    TA2 RotT – Damn those blasted boffins!

    Exciting new features! Now in widescreen! New factory crystal mining thing! Zappy effects! Cheese related level names! Animated moustaches!

    Read the rest of this entry

    8 Mar
    2010

    TA2, a brief history, part 4 – the dark ages

    After some mock-up-ing we resume work on the old Monster Mash, adding a scrolling map and dropping the lighting and grey backgrounds. Partly due to me being bored of the glowey sci-fi look we go for a jolly old medieval look…

    … but we just couldn’t get arrows to look quite so much fun as blasters, lasers and rockets. Bah.

    To be continued…

    4 Mar
    2010

    A brief history of TA2 part 3 – not the mockups

    After Droid Assault was done and dusted, ideas were thrown around, mock-ups produced, prototypes prototyped…

    … none of which were quite doing it for us. And then, wedged down the back of the proverbial sofa,  we found the little lost game formerly known as Monster Mash…

    To be continued…

    2 Mar
    2010

    A brief history of TA2 part 2 – Monster Mash post-mortem

    We had intended to write a game that would be a fun shooter, something that would appeal to ‘shmup’ fans and a more ‘casual’ audience – and we wanted to create a shooter that would feel natural to play with a mouse, and no keys. Titan Attacks could be played with the mouse but it had been tacked on at the end of development as an alternative to keyboard control, and the various mouse-only control schemes we tried with Alien Flux and Super Elvis aka Super Dudester either never seemed completely natural to us, or the ones we liked everyone else hated.

    We also wanted to avoid scrolling, and not make a standard vertical or side-scrolling shmup, thinking that might put off a fair amount of people.

    The problem generally was being able to handle both movement and aiming at the same time – to be able to move in one direction whilst firing in another. We sidestepped this by removing the movement element completely.

    After a month of playing around with various ideas we had a pretty fun little game involving building up your defences with turrets, mines and barricades to protect your city blocks from an onslaught of funky gidrahs. Here, again, are the only surviving screenshots…

    However, the game had several rather big problems…

    1. We had a simple lighting system, with spotlights showing the tracking of automated turrets and under the player cursor. For this to look any good the levels had to be pretty dark, and grey. This left us stuck as to how to change background gfx sufficiently to show level progression, not helped by…

    2. The fixed screen made things feel very claustrophobic, quickly filling up with buildings, the aliens appearing almost on top of them, and there was no room for any pretty background graphics.

    3. We hadn’t really thought through any kind of level/world progression at all. The game was fun, but… it didn’t really go anywhere.

    …and then Cas’ wife suddenly left him. And ‘crashed’ his brand new pickup truck into a tree. And demanded all of his money. Development abruptly stopped.

    …and then a game of the same name was released (a generic tower defence game), after we’d mentioned Monster Mash on this here blog, many moons ago. An unfortunate coincidence.

    Not that that should have made any difference, but when we did resume development we decided to start something fresh (on what would end up being Droid Assault) rather than tackling the above problems of our now nameless game.

    To be continued…

    …with less words and more pictures :) In the meantime, notice anything different here?…

    27 Jan
    2010

    Revenge of the Titans – latest screenshots

    We’re not really going for accuracy in geographical locations – but should do something about that cactus.

    Added and updated a whole load of things recently – it’s looking pretty slick. The HUD now has working ‘quicklaunch’ icons and tooltips on the bottom bar for buildings and powerups, and an alerts panel top right the other right (doh!), that also lets you quickly scroll to the building in question.

    Also added new Earth level colours, new explosion particle effects, capacitor effects, powerup collect and activation effects, new extra glowey bullets, monster death effects, mini droid units, and a whole load of new weapons and buildings, and a big bad boss for level 10… all of which I’ll try and squeeze into a new vid soon.

    More screenshots… Read the rest of this entry

    21 Jan
    2010

    Bug spottin’ Dropbox scribblin’

    Sometimes an IM chat just doesn’t cut the biscuit when it comes to describing weird bugs – in this case the bizarre interaction between explosion particles and a floor setting which is meant to make little bits of shrapnel bounce about when they hit it. Instead it acts like a big gluey magnet. But only sometimes. And smoke, which should float upwards generally, has decided to head east instead. Creating a set of test emitters, a few screen grabs and a quick scribble helps narrow down the problem…

    Dropbox is what we’re now using to zap these test images back and forth between us, and it comes highly recommended if your doing any kind of remote development thing.

    With any luck Cas will get that little pesky fella sorted soon, and then I’ll post some video of things exploding in a gratuitous manner.

    10 Jan
    2010

    The Story So Far

    It’s been a little while since I ventured a post onto the blog, as I’ve been extra busy doing contract work. One of these days we’re going to have a game that sells enough that I don’t have to do contract work, but that day hasn’t happened yet. We have high hopes for Revenge of the Titans, though! Who knows, maybe we’ll even manage a retail deal, or Steam?

    So, here’s what we’ve been up to since the last blog post…

    Game progress

    We’ve been hard at work putting in lots of little touches into the game that polish it up in many tiny little ways. I can’t really overstate the importance of little bits of polish. People do actually notice this stuff, and every time someone thinks, “Ah! That’s cool”, we have increased the chances that people will buy the game. So, we’ve now got little shortcuts on the main HUD for the last 3 building types created, accessible with a click or a hotkey (1-3). It’s just got a slightly more natural flow than opening the shop each time. Similarly we’ve got shortcuts for all the non-exotic powerups on the HUD next to the powerup tab, too; so that’s the freeze, shield, smartbomb, repair, and bezerk powerups all accessible with hotkeys or a single click as well.

    We’ve got a “BASE UNDER ATTACK!” warning and “BASE SHIELDS CRITICAL!” warning, under a flashing base icon on the HUD; you can tap B or click it to instantly zoom back to your base(s) and cycle through them. Of course, on Earth, there’s only the one base.

    Similarly we’ve got a “RELOAD TURRET!” warning, and associated hotkey T and button that will flash, and allow you to instantly zoom to the next empty turret.

    And lastly we’ve got a “FACTORY FULL!” warning, and corresponding hotkey F and button, which does the same for factories that are full and awaiting collection.

    There’s now a bit more of a delay at the start of a level (which gets longer the bigger the level is), which gives you a few more seconds to survey the terrain and where the gidrahs are coming from, before you start constructing your base. The levels are now slightly longer, to allow for this extra time, plus a bit more time with factories producing money.

    Factories now shut down a short while after the gidrahs stop coming. There was a very simple exploit before that allowed you to carefully funnel your gidrahs so that they could get stuck behind a wall and trundle out one at a time, to be shot. This made the levels last so long that you could amass a huge pile of factories producing unfeasibly huge amounts of money. Now the factories only produce for a while so you need to get them built quickly and harvest them as efficiently as possible.

    I’ve been doing a lot of game balance twiddling. The Earth levels, which comprise the first half of what we intend to be the game demo, are meant to be a “tutorial” of sorts. They introduce each of the main buildings one level at a time, and I’ve just embarked on an in-game tip system that will constantly bombard the player with hints as to where they’re going wrong during play.

    Unfortunately I was beginning to realise I’d been playing the Earth levels for, ooh, about a year now, and I was getting rather good at them, milking them for as much cash as possible, using the minimum buildings in the optimum configuration, and generally being the saviour of Earth quite consistently. Even more unfortunately, I kept adjusting the game difficulty to compensate for my own brilliance, forgetting somehow that “EASY SELLS!” in the process (the exact opposite of what Microsoft seems to think), and also forgetting especially that “HARD TUTORIAL DEFINITELY DOESN’T SELL!” even more. I was getting to the point where I was getting my ass whupped by level 8 and enjoying the challenge; of course, that shouldn’t have been happening at all. The first 10 levels are meant to be super-easy introductions to the concepts of the game! Even the next 10 levels, on the Moon, are meant to be very easy, because we want people to complete them and buy the next 30 levels of game with all the piles of extra stuff in them.

    The wake-up call was getting my 11-year old nephew to have a go at the game (without the constant barrage of automated tips, I had to hover over his shoulder and tell him what to do – bad sign). He got kicked in fairly quickly by level 8, and the only comment he made about the game was, “It’s hard.

    Right now then, I’m making all sort of strange and alien decisions to make things almost trivially easy for Earth. Reducing hit points, slowing gidrahs down, cheapening buildings, making them more effective, etc. I will test it out on my ever-suffering girlfriend later tonight and see if she manages to easily pwn the boss on level 10. (I actually gave the boss armour so it could only be destroyed by heavy blasters! Am I some kind of idiot?)

    Performance Tuning

    This game, despite its apparently diminutive stature (still running in our odd native 320×320 resolution), is rather pushing the performance boundaries of even the most hardcore computers. About a month ago I was getting maybe 20fps on my 1.6GHz dualcore AMD64 laptop with integrated NVidia chipset – ouch! It’s supposed to run at 60fps.

    We’re actually pretty much hammering the 2D capabilities of the system somewhat. About a month ago, we were drawing approximately 1,300 – 1,500 sprites per frame, in approximately 70-130 draw calls. That sounds like it should be pretty trivial for a system to cope with – 1,500 sprites is after all only 6,000 vertices.

    It turns out we’ve come across that age-old Java problem: getting data into buffers for OpenGL to draw is probably being hampered by lots of unnecessary bounds checks. I’ve cut down the problem now by agressively culling entities sprites which are suitably far offscreen to be definitely not visible; now we’re down to about 800-1,000 sprites per frame, and getting double the frame rate. The actual writing of sprites to the data buffers takes approximately 7.5% of a frame here on my uber-l33t i7 rig (1.2ms). Actually drawing them takes 35% of a frame (5.8ms) on my super Nvidia card. That leaves 9.5ms or so to do game logic – on the fastest most powerful computer I could afford 12 months ago. All the UI interaction, collision detection, gidrah pathfinding AI, animation, movement, targeting, etc, all has to be done inside that 9.5ms. On my uber-rig, it gets the lot done in 3ms. Realistically I’m targeting computers two generations behind this one, which will be approximately one quarter as powerful overall.

    I wish they’d supply a switch to disable bounds checking so I could, if nothing else, at least prove to myself that’s slowing things down. I’d leave it disabled of course :) I will explore performance tuning in a further blog post later this month.

    What’s Left To Do

    I’ve got to get the tips system working nicely so that it provides a constant “over-the-shoulder” commentary on what you’re doing for the first 10 levels or so. I also intend to use it to put in a few scripted speeches from the characters in the game.

    I’m also working on a silent MJPEG video codec. I’ve found a nice pure Java JPEG decoder in IBM’s SWT source code, which I’ve hoiked and plonked into SPGL. This will be the basis of some fairly inefficient full-motion video rendering. I’d really, really like an H264 or even DivX codec but inexplicably no-one has produced a pure Java version of either, at least, not without massive library dependencies.

    Chaz has got to do all the graphics for the Moon, Mars, Saturn, and Titan – that’s all the aliens, rocks, floor, scenery, and the story screens – a tall order. I suspect that this means the game will now not be ready until Easter, which is a bummer because we’re broke, as usual.

    The story screens are probably going to take the most time. I suppose now I know this I can consider getting some semi-professional voiceovers done for them. Any volunteers? (The hint in that request is “volunteer” – we have no money :P )

    Music

    I know you’re all dying to know what I’ve been listening to lately. Behold, the Cardiacs.

    Life

    Seren turned 1 on New Years Eve. Had a great party. House was overrun by small children. Then I contracted gastroenteritis (probably norovirus). On the bright side I lost half a stone in 48 hours, which neatly compensates for the giant feasts of Christmas. According to the doctor I am now no longer overweight. Hurrah for disease!

    One long rambling post this. This is what happens when you don’t post regularly.

    27 Nov
    2009

    Hoff Battle! TA2 development video 3

    … and here’s the state of the vid so far. Plus first hear of game music by Dave Sunerton-Burl!

    25 Nov
    2009

    Can you tell what is it yet?

    Been working on a bit of video recently that will hopefully end up in the game titles if Cas can work out getting Ogg Theora decoding onto an OpenGL texture in background threads. I have no idea what that means. If not it’ll just end up in some pretty promo vid kind of thang on Youtube.

    Well it makes a nice break from working on GUIs anyway, on which we will be posting shortly. Here are a few rough snaps for now… and in the words of the great Rolf – can you tell what it is yet?

    23 Nov
    2009

    A brief history of TA2 – Monster Mash coming soon!

    Revenge of the Titans is a game with a long, convoluted and simply amazing history. It is perhaps the most incredible story never told in the entire history of computer games. In years to come a small group of distinguished historians and academics will undoubtedly discuss its development with Melvyn Bragg on BBC Radio 4′s ‘In our Time‘.

    Okay, that was a lie – got a bit carried away there. But it has taken a long time.

    Our tale begins nearly four years ago. Basking in the financial glow of the success of Titan Attacks we devise a plan for a new game, a game that will have all of the great bits of Titan Attacks, like shooting things and buying upgradey stuff in some kind of a shop, but that will be playable completely with a mouse. We hope freeing players from the shackles of using ‘keys’ will make a more accessible game, and spread the joy of making pixelly things explode in a glowy manner to a more ‘casual’ audience.

    Work begins in earnest in the spring of 2006, with Cas beavering away in his secret underground base, deep below the Quantocks, and myself working poolside upon my Bangkok penthouse. With multi-coloured spotlights attached to computer controlled turrets tracking a variety of daft pixel monsters, the game begins to develop an odd 70′s disco feel to it. Not a bad thing at all. The below screenshots really don’t do it justice, honest…

    And we decide to call the game Monster Mash. A banner is produced declaring confidently ‘COMING SOON!’…

    But then, disaster strikes!

    To be continued…