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?

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

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

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.

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.

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.

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 🙂

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…

Continue reading

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?

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

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.

    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?…

    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… Continue reading

    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.

    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.

    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?