Showing posts with label game info. Show all posts
Showing posts with label game info. Show all posts

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:

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 :) )

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.


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:



Feb 8, 2012

10minSS v1.03 released today!

Hot fresh news:
Version 1.03 is out with some major and minor bugfixes,
Download link: http://homegnome.atw.hu/downloads/10MinSpaceStrategy_v1.03.zip

- new: including language packs
- fixed: indonesian language files
- fixed: random slow-down/freeze

We also received a new YouTube review. Thank you, Angelo Burton!

Dec 6, 2011

Nov 8, 2011

Russian language pack fix

Russian language pack has been fixed and updated, many thanks to Alex Dark!
Please re-download the .zip file and overwrite older files!

Oct 20, 2011

Russian language pack

Another language pack arrived today! This time a Russian language pack with new and unique font set. Thank you to Alex Dark for creating it, nice work!

We are working in the background, a new 10minSS version is on the way with improvements and bugfixes. Stay tuned! :)

Oct 3, 2011

Czech language pack released

Our new addition to 10minSS is the Czech language pack! Thank you to Pavello for doing all the dirty work with it! :)

Sep 2, 2011

German language file

Hey guys,
We received a German language file for 10minSS! Download it and unpack the "lang_ger.txt" file to your 10minSS/Lang/ folder! Thank you to Paul Pumpkin for the translation!

Aug 10, 2011

Article @ Virtualgame.hu about 10minSS

KeV / VirtualGame.hu wrote an article about 10minSS (in hungarian). Follow the url to read it: http://www.virtualgame.hu/2011/08/09/2050/

ps: We are not dead. We are resting. Be prepared for some new stuff soon!

Jun 6, 2011

10 Min Space Strategy v1.0 (final)

Ladies and gentlemen!
We are proud to present the final version of 10 Min Space Strategy.

New features:
  • Load/Save
  • Language selection (english/hungarian @ 10mss_config.exe)
  • Minor tweaks here and there
Download link: 10 Min Space Strategy v1.0 (final).

Send your feedback, bugreports, questions, screenshots, stories about the game to goblinluntics()gmail()com.

Have fun and enjoy the game! :)

Jun 1, 2011

10 Min Space Strategy v0.9 beta released!

Hot fresh news! We released the v0.9 beta version of our sci-fi strategy game today.

Download link: 10 Min Space Strategy v0.9 beta
Known issues:
  • "Empire details" panel is incomplete
  • "Death" panel will be changed
  • There is no Pause function on ESC during in-game
  • Save/Load function is missing
  • English/Hungarian translation is buggy here and there
  • Win/Lose screen is still empty
We want to release "v1.0 - That's all, folks!" version this Sunday (05.06.2011), so if you find a bug or just want to give us a feedback, please contact us until Sunday.

Another news is that we've been nominated as "Indie project of the month" at Jatekfejlesztes.hu. You can read a short interview with us (hungarian only) there.

Apr 19, 2011

Lifesign

We are back on track and would like to show you a screenshot of the new and improved race creation screen:
Hint: A new public beta version is coming soon! :)

Mar 26, 2011

Inspirations

I always wanted to write a bit about the origins, inspirations of the game, so let's begin :)

Master of Orion is probably the one that influenced the design by most. To be exact, the first part of MoO. While the second part was also really good, it sometimes required too much micro-management to my taste. The mechanism that you have to improve your propulsion technology before venturing further was clearly inspired by this game.

Space Empires is another game that was really fun. My only problem was that it really required a lot of time if you wanted to be effective in it, since it was a very deep game, also micro-managing your colonies became tiresome after a while.

I already mentioned Desktop Dungeons on the earlier posts; the simplicity of the design was the main point there.

Stars! is an other space strategy that remained relatively unknown, probably due to the almost non-existant graphics. The race creation is really deep here, but this game also requires some serious commitment before it truly begins to shine.

Mar 13, 2011

Responses so far

I'd like to write a few words about the responses to the game and how they affect the future development of "10 min space strategy".

First, most people who wrote their opinions enjoyed the game and found it easy to understand, which is a big plus (we also got some media attention at Spacesector :) ), also most people didn't find any bugs, which is also very good for a game still in development.

On the other side there are several recurring issues, probably the most important being fleet splitting. We don't have any tutorial yet to cover this aspect of the game, but I think that we have to make this more straightforward anyway.

Some people mentioned that it is hard to gasp the concepts of bombing planets; when you move your bombers above enemy planets, it seems that nothing is happening, since bombing begins only in the next turn. We are thinking about how to solve this issue.

The third problem was that the researchable unique techs were somewhat hidden; we could solve it by having the empire panel open at the beginning of the game. So players can instantly observe what unique technologies they got.

Mar 11, 2011

About music and sound - part 3.

Usually, i like to create the music first then the sound effects. But this time it was the other way around.
Archenemy sent a list to me with his ideas, he described the sounds that were needed to cover all parts of the game.
I must say, his ideas were great, gave me a clear direction so my job was easy :)
All i needed was some cool bleeps and bloops with swoosh and kabooms. Well, that was almost all.
I was searching on the internet for computer noises, bleeps, electronic zapps, etc, etc. After i've collected a lot of wav's i started to create my own stuff.
A bad sounding deep noise could work well with a high frequency computer beep, sometimes this is the trick.
Layering multiple sounds, using eq to separate frequencies and pitch shifting is easy to create unique but high-tech noises.

The sounds must be cool, they have to match their function. Eg. a menu click must be simple and if it annoys the player after ~30 clicks then it is a bad sound. If a fleet moving sfx can be recognized as racing cars then the sound effects is bad, bad, bad!
Important sounds should be louder while we can keep the others quieter, the overall balance should match the music loudness.
Oh, and don't forget the fact that sound and music need to be approximately on the same tone, otherwise they will be disharmonic and might be annoying to the player.
I was lucky because it was easy to pitch the musical sounding effects to the music base note and they still sounds good :)
After HomeGnome implemented all the sounds to the game i was surprised, only the fleet moving sound was annoying and a bit too long for the visual effect.

And now, i'd like to share a screenshot of a layered sound (colonize sfx), made in Adobe Audition: