Monday, January 27, 2014

Let's Play Loop-til, in 1080p!

I finally got around to investing in a new LCD monitor.  My Macbook's maximum resolution is only 1440x900; that's good, but not quite good enough.  Even better, I can replace my old standard LCD monitor with this HDMI compatible one.

So, I tested it out, and took a few 1080p screenshots.

Not bad, hm?  It plays really nice in HD resolutions.  And now, I have no excuse not to have an HD trailer out soon (which is WAY overdue).  That will be my next goal, of course.


Wednesday, November 6, 2013

New Hardware and More Self-Esteem!

Awww yeah!  Now my office is starting to look like a place of business!  I just got a new PC for development, as well as some new hardware specifically for one of my upcoming game titles (of course I'm not going to tell you what it is yet; the 3D model you see on the screen is a hint though).

Well, I honestly don't have much to say at the moment, but I'm just grateful that things are going well so far.  What's the next challenge?  More legal stuff, that's what. =/


Saturday, October 19, 2013

BugPlanet on iOS!

I finally got around to porting BugPlanet to iOS a few days ago!  It didn't take too much work, but even this game had me frustrated during the porting process from time to time.  A few screens:

I should have done this before, but I was too focused on other things, so sadly, it fell on the backburner for a while.  While it's not ready to be released, it runs pretty well... as long as you're using an OpenGL ES 2.0 compatible device, that is.  I tried running this game on a 1st Gen iPod Touch and an iPhone 3G, but the frame rate in game was 48fps on average, and would often drop to 30fps or below, even when scenes weren't too intense.  Although I tried to optimize the code for the iPhone a bit more, it did little to nothing to help improve the frame rates.  On my iPhone 4S, however, it runs at a rock solid 60fps the majority of the time.  I have yet to try this on an iPad of any generation (I don't own an iPad, anymore).

Aside from the bad frame rates on older iOS devices, the touch controls could probably be a little bit better and I somehow broke the pause feature.  All can be fixed rather easily though, but what ticks me off the most is that, once again, iOS 7 breaks something simple, like audio.  Whenever I'm leaving the credits or game over screen, the audio stops completely, until I step into a different menu screen!  Urgh, and I have no idea what's causing this, as it shouldn't be an issue.

For the most part, it works, rather well.  Just needs some fine tuning, and then it's ready to submit to the App Store!

Just thought I'd give you guys an update of this game.


Shogun3D's New Office Location

Lately, I've been extremely busy with my regular day job and other stuff.  Sorry it's been so long since I've updated this blog guys...

What's been going on while I was busy?  Well, for starters, I've managed to acquire some new office space!  It was affordable, fully furnished, and in the same city.  A really sweet deal!  Now, slowly but surely, it's going to become more "cluttered" with tools, tech, and what not.  For now, it's a neatly organized office with an awesome couch to crash on!

Sweet, huh?  Only one problem... the owner of the building can't find they key to the desk, so I'll either have to get the lock replaced, or get a separate file cabinet altogether.  Oh well.  I don't believe anyone in this small and isolated office building is going to steal any of my equipment or other confidential stuff.

It's a really big win, and now I can be taken a bit more seriously... or at least I'd assume so!


Wednesday, June 26, 2013

Loop-til Updates

I've been really working hard on Loop-til, and now it's gone through a complete makeover and is finally nearing completion.  A demo for Windows and MacOSX will be available soon, so be ready!

Since the last update, many improvements have been added (besides the new gfx) to improve the game experience and make things overall easier for the user to play.  Here's a quick overview of what I've added besides the obvious visuals:

  • Improved collision detection.
  • More gameplay modes.
  • Improved anti-aliasing.
  • Leaderboards.
  • Profile management.
  • New power-ups.
  • And more I can't remember right now!
As the game continues to evolve, I continuously get more and more feedback from users telling me that this is a game that they would play/buy.  In spite of the mostly positive feedback I've been receiving, I can't allow myself to get smug or fall in love with any idea, ever.  I cannot afford to lose sight of the goal, can I?  Thanks for reading!


Thursday, April 11, 2013

Mac-Metro Anyone?

Lately, I've been trying to spend at least 60 hours a week coding on my game projects.  Since I don't have a day job (will blog about that later), or other things hindering me or demanding my time, I've got a very large amount of time on my hands to work on this from sun-up, till sun-set!  For the past few weeks, I've been focusing primarily on gameplay and feasibility rather than the other stuff, but there comes a time where closing and re-opening your application every time you want to try again.  So, I spent the past few days designing a new and improved menu API class.  It's not as robust as it should be (a few hard coded things that should be configurable via .xml), but it works for what I need it to do.

For this game, I specifically chose to use the Windows Metro look for the menus.  I've had one person tell me that Windows Metro kinda goes well with OSX, in an odd way.  Another person said that a metro look might drive iOS users insane!  Well, that's a risk I'm willing to take!

As you can see, I am a fan of the Metro style, hence I wanted to give "Mac-Metro" a shot.

Btw, I know the title font looks especially bad.  Just know that it's really just a place holder for the time being.  This will most definitely be changed in the final release of the game!

Aside from that, I don't have much else to say besides the fact that I added a few new game features (ohhh, it's nothing *snicker*).  And as always, thanks for reading!


Wednesday, March 27, 2013

Let's Play Loop-til!

Lately, I've been experimenting with a new game concept, and so far, it's turning out more interesting, more challenging and over a a better idea than I anticipated.  The idea came to me one night before going to bed, and the name soon after!  Let's have a look at Shogun3D's latest title: Loop-til!

Looking at these two screen shots, you're probably thinking "Okay, what the heck is this?".  Okay, let's get into that.  You, the user, are controlling the black dot, which leaves a black trail behind it wherever it moves.  Your objective: loop around the red squares to create a circle and any squares caught in the circle are destroyed.  If you touch a red square or touch the sides of the screen, you lose.  There are also blue and green squares.  Touching a green square will give you a shield which is good until you touch a red square.  The blue square will destroy all squares on the screen, even the good ones, so be careful.

In order to create a circle, you need to move the dot in a loop and cross the trail you left behind before it fades out.  The circle you created is called the "Kill Circle".  The circle is only good for the moment it was created, and will fade out once it's been created.  Just kill as many of those pesky red squares as you possibly can.  Sounds easy?  Think again!  This game is not exactly a push over or child's play.  Even I've been finding myself challenged and sometimes even baffled by my own game!  These squares come from random directions and move at various speeds.  Just be careful and don't let it tick you off too much!

Another interesting feature of this game is that everything you do will effect the outcome of the game!  Let's say you destroy the first 3 squares but ignore the next three, this will impact the game play session's outcome!  Those who have a high IQ or have good pattern recognition skills may appreciate this game.  I find it best to develop a strategy from the beginning of the game to get the desired result you want after destroying what squares in what sequence does what.  Tbh, this wasn't a feature that I was planning on, but the secret is in my random number generator where every event tied to it effects the outcome directly.  In a short sentence, pay attention to what you do and see what creates more desired results.

Development on this game is moving pretty fast and so far, the immediate releases will be for Windows (Win32/Win8), MacOSX, iOS and Android.  I already have a working prototype for iOS.  The Mac port is working and the Windows port will be worked on within this week.  Stay tuned for updates on this unique concept!