Feb 1, 2015

Brief update

Hi folks

Sorry that the blog gone silent for a while, but the holidays (Happy New Year by the way! ;) ) and other "fluctuations" took us off the track a bit. But no reason to worry, these changes serves the game making. Unfortunately it would be premature to share our plans right now, but stay tuned, when the game will be complete, it'll be better than ever.

Also, thanks for the great feedback about the fading effect. We want to make a separate option in the menu where this effect can be customized (turning it on and off, determine what kind of fading you want, and with how large radius), so don't worry, everyone can make it the way they want. All we wanted to know is what's the general opinion about this feature, and based on that, the default option will probably be the grid being visible around the mouse. Thanks again, your feedback was very helpful.

Dec 19, 2014

New hex fade effect, call for opinions

Good news everyone, recently I messed around a little with the code doing the game map drawing, and based on one of our reader's - Jorge - suggestion, I came up with a fading effect of the hex grid, based on the mouse cursor position. You can see it in action on the video below (sorry for the shitty quality), and on some screenshots too. The effect can work in two different ways, the grid is either visible only around the mouse, or visible everywhere else, except around the mouse. What do you think, which is better?






Dec 11, 2014

Important milestone reached!

I'm happy to announce that most of the game logic is complete, there are still some important parts I need to implement, but the foundations are done. Now I will concentrate on the GUI and graphics side, so that later we could present some new screenshots too.

Nov 9, 2014

Knee deep in code

Hi everyone. Sorry, no screenshot today, only a diagram on the current progress. As mentioned before, the Gameplay module is under development, which is the core logic of the game. But, one picture tells more, than a thousand words:


Oct 20, 2014

Look, a screenshot! A real one this time...

...well, sort of. As the map generation is finalized, we decided to finally do something visual, therefore we created a PoC for drawing the game map. See the screenshots below, and let us know your opinion about the new map generation algorithm.





Sep 6, 2014

Brief update on development

The summer has passed, but there's no reason for us to be sad, since another module of the codebase is ready - the biggest, and most important one yet. Take a look at the diagram, as we go back to bring you even more awesomeness ;).


Aug 3, 2014

Summer Update

Hi everyone. We hope everyone spends the summer well, having a great time on your holiday. We're having a great time too, while we redesign and develop the game internals, keeping the original gameplay, but implementing it in a more modular way. The redesign gives us opportunity to make a better game than the original (for example the map generator will be much more sophisticated).
No diagram for today, but stay tuned for more. We have some pretty neat ideas on how to make the game more immersive ;)

Jun 2, 2014

June Dev update

Good news, everyone! Another package in the Gameplay Subsystem is complete, moving on to the next one. Some statistics about the current state of the code, in case someone's interested: 4883 lines of code in 127 source files, and growing :).

And, as usual, have this class diagram of the completed package... this time with slightly more detail ;).

May 17, 2014

Dev. diary, May 2014.

Heyo, a brief update from the developer. Due to personal reasons, there weren't any updates for a while, sorry for that. But things are getting up to speed again, as we start to re-design and re-implement the real guts of the game, the game logic itself. As for a consolation, take this new, shinier version of the package design:

Apr 26, 2014

Music and stuff

Vincenzo, composer of 10minSS soundtrack teamed up with his good friend NecroPolo and they released a new, 6 track EP called Bleep and Destroy. It contains 8bit chiptune bleeps, heavy guitar riffs, synthesizer sounds and love for oldschool computers.

And it's not just a music album, we created a playable, oldschool point-and-click version as well.


Go and grab the complete EP:
BandCamp: http://strayboom.bandcamp.com/album/bleep-and-destroy
SoundCloud: http://soundcloud.com/strayboom/sets/bleep-and-destroy/
CD Baby: http://www.cdbaby.com/cd/vincenzofeatnecropolo
Spotify: http://open.spotify.com/album/6sqJHiS83QnWtrL4CGxhtq

Musicdisk version:
Pouet.net: http://www.pouet.net/prod.php?which=62957

Teaser video:
YouTube: http://youtu.be/E5rxOYF7pAU

Have fun!



Mar 14, 2014

March, 2014. Dear Diary.

Status report from programmer's side:
The development is progressing smoothly. A new class hierarchy came from the software architect's table: the Effect abstract class, which holds a central mechanism in the game, and will enable modders to implement unique special abilities and effects. We hope that the creative community will enhance the game with exciting mods, which we encourage with clear and extendable design.

Another news from audio department:
Soundtrack will be extended with more tracks to make you happy and relaxed during exploring deep space. Of course, additional action elements will be added when some nasty fight happen. Be prepared.


ps: We hope you are not tired of boring screens with code and squares. So this time we made the usual picture colorful and shiny.

Feb 6, 2014

February report

During the last month, yet another module's code has been finalized, so now the whole configuration subsystem is finished! But no time to relax yet, there's still a whole lot of work to be done, but the final game will worth the time spent waiting :)
Stay tuned.

(next time we might be able to share some screenshots as well :) )

Jan 9, 2014

Happy New Year!

The Goblin Lunatics team wish you a very happy new year!

Quick status update:
In the last month, another module has been finished. The code consists 1879 lines of code in 48 source files at the moment. We expect some more exciting news soon with screenshots and maybe more :)
Be prepared.

Dec 15, 2013

Code, code, code, update

Here's a small update on the progress.
The coding is proceeding smoothly, although with a bit of delay. A module package has just been finished, now moving on to the next. Still no shiny screenshot, we are working on the business logic, for it to be as flexible as possible (and open for modding :) ).
But as usual, you get another UML diagram from the software architect's table:



Oct 20, 2013

Code update

Brief update about code:

At the moment, the redesigned configuration subsystem is under development. The development cycle consists UML class design and unit testing too, so it progresses in a slow but sustainable pace. On the picture you can see the class diagram of a package in the configuration subsystem.


Oct 15, 2013

10minSS Soundtrack @ Bandcamp

Hi there,

We would like to share a news about the soundtrack of 10minSS while you are waiting for the next code update.
I (vincenzo) decided to upload the whole soundtrack to Bandcamp, including additional tracks from Urcsilliardos version as well. The album costs 5 USD, please consider to buy it and support us.

You can reach the soundtrack on the following url: 10minSS Soundtrack @ Bandcamp

Thank you!


Sep 4, 2013

Look! A screenshot!

We are back from holiday with some great news:

First of all, we would like to say thank you to Ricardo Benton, he sent us a Brazilian-Portugues language pack.

Aaaaand!
Currently the whole codebase is being reworked. We gone for an object oriented approach, and separated the code into packages about the logic and graphics. All code implementing game logic will be unit tested along the way. We also introduced a new, more modern game engine, which supports all major platforms: Linux, Windows, Mac OS-X, Android and iOS.

Game package diagram:



Jun 4, 2013

Status report - June, 2013

Behind the scenes:
Half of the team is working on the new design of the game. Don't worry, we keep everything from the original gameplay :) Also, we are going to add more ideas and features - thanks to you guys, for all the feedback you've sent us.

We must redesign the controls, because we can't use mouse on tablets - "thank you, captain obvious".


The other half of the team is working on the code, the restructuring and porting process show good progress. The new game engine works on multiple platforms without glitches.
 
We would like to say thank you for your support and would like to ask to be patient. It takes a lot of work hours to finish the game but we think it worth the effort. The final game will be a blast! :)

May 2, 2013

2013 - The Journey Continues

No big updates for today. We are working on the game and making good progress. Porting the game takes a lot of effort and time, please be patient.

Some FAQ, since the last update:
Q: "Oh, please, tell us that this Android port won't be exclusive for hungarian players like de Uscilliardos version"
A: The game won't be Hungarian exclusive. We will use all available language packs to date.

Q: "It would be nice to see a new post here at least once or twice per month..."
A: Okay! :)

Q: "Are you going to make multiplayer?"
A: Yes. Multiplayer, achievements, stats after rounds, etc.

Q: "Why don't you translate Urcsilliardos version to English"
A: Because of exclusive rights... we can't do it.

Q: "Will there be a way to mod the AI ?"
A: I don't think so but we plan to level up the current AI.

Q: "Linux version?"
A: Uhm, well... not sure about it :)

Thank you for your support, bugreports and game ideas! We love you guys! <3

Nov 30, 2012

Status update

Dear 10minSS people in the deep space!

Thank you for all your kind words, feedback and patience. The development is still in progress but it's goin' a bit slow.
We have various issues with porting the game to Android, need to redesign the control and some of the features, and more. Also, please keep in mind that this is still a hobby project and we can work on it in our free time only.

I try to keep you updated and provide background information from time to time. Until the next post, please have a look on the complete (yeah, now it's complete and up-to-date!) soundtrack of the game:
http://soundcloud.com/strayboom/sets/enter-hyperspace-10mss-ost/

Listen, spread the word about it and enjoy!

See you soon \o