…working on the ‘vertical slice’ stage of my CandyJam game
And, of course, listening to the Real Folk Blues. Yeah.
Oh my, how long has it been? We’ve been swamped with work, financial issues and assorted gobble-d-gook. But my last week has been spent working on a small game for the Candy Jam.
I won’t go into all the silly legal details, but the makers of Candy Crush Saga have embroiled themselves into some goofy politics relating the trademarking of words. The Candy Jam website and various sources you can easily find through a Google search have the gist.
My game isn’t complete yet – it’s still in Alpha (meaning mostly playable/proof of concept) and its downloadable here on my itch.io site.
No rest for the weary. Really, though, it’s not all that bad. I mentioned last time how we had finalized the cover art for my wife’s second self-published book, titled Through the Eyes of A Stranger – Pieces.
With that behind us, I’ve been working on the layout of the book. This includes all the formatting, fonts, spacing, styles, headers/footers/gutters and table of contents. For a typical written novel, layout isn’t too hard. You certainly don’t have all the considerations for artwork like you would in, say, a children’s book. But we do have a spattering of interior art in each of the books so far: typically about 4-6 images. See More
So I said I was going to talk about video games. And here we go! One of the engines I’ve followed for some time now has been the Torque Game Engine (TGE) by GarageGames. The TGE has been retired for some time, but other engines in the family have recently gained some major overhauls. Most importantly, the Torque 2D and Torque 3D game engines have both gone open source through the MIT license! To see the GitHub repositories for these engines, check here.
This means the software itself is now free, with users capable of making changes to the source code on its own. If those changes are important and ground breaking, requests can be made for them to be merged back into the original project for others to use. For more information on the MIT license, see here.
Meanwhile, Torque 2D has been rebuilt from the ground up and now features an implementation of Box2D. (Those unfamiliar with the programming and game design world may be more aware of Box2D than they think – this is the underlying physics system that drives games such as Angry Birds.)
(The following video is the Torque 2D physics demo – this is just a collection of little ‘toys’ designed to show case different physics attributes of Box2D, and not an actual game of itself.)
Additionally, a group has launched a Kickstarter campaign to port the Torque 2d engine to Android 2.3 and later – given that the engine already functions on Windows, OS X, and iOS, this is something that has been a long-time coming, and will only expand the places Torque games can be had.
Double standards are everywhere you look. By this, I mean we as human beings can never be truly objective. We have biases of all kinds, and often we seek out ways to justify our decisions and opinions. Sometimes we contradict ourselves. We can’t always explain our reasoning well, but we may try. So perhaps we end up posting about our decision. Maybe because we feel the Internet is a forum of free speech?
Campaign End: Aug 2, 6:28 pm (EDT)
Currently at: 977 backers/$14,116
Website: http://www.detectivegrimoire.com/ (where you can play a demo!)
Overview: A fully-voiced 2D puzzle/adventure game – Investigate the crime scene, interrogate suspects, collect clues and solve puzzles, all to uncover the secret of the swamp! I have to admit this game looks to have a lot of potential to be quite fun and entertaining. For those interested in learning more about it beyond what the Kickstarter page and imbedded video offers, try playing the demo.
So, I’ve talked a lot about Kickstarter on here. Yes, if it isn’t obvious, I’ve got something of a Kickstarter Fever myself. Before I can put my project into the lime light, however, I’ve got more polish and planning to do. To make sure I’ve approached it, given it justice, and prepared for the barrage (hopefully) of questions and criticisms.
So, in the spirit of such preparation I’ve started to look at other hopefuls on Kickstarter. I’m going to do a little review on what other people are trying and asking for. With any luck, I’ll learn something and give a good project or two a little extra word of mouth space on Google in the same breath.
Campaign End: Aug 18, 5:30 pm
Currently at: 30 backers/$650
Overview: A 2D Puzzle Platformer – Wisp follows a small ball of energy as it is guided by a mysterious voice to collect wisps of pure potential.
So, several times now I’ve tried to consider ways in which to put my many (and I mean many!) old projects to rest. If it wasn’t bad enough to be a writer, and thus have numerous unfinished manuscripts and portions of prose tucked away in my file cabinet, the game designer in me has nearly as many folders of goodies tucked on my hard drive. Er, and in my file cabinet. And my desk drawers, and back at my mother’s house, and… well, you get the picture.
Since I’m very much a hoarder when it comes to my ideas and word-babies, I can’t simply give them the axe or the paper shredder. So there they sit.