Beyond the Infinite Abyss Main Menu Screen Alpha #ScreenshotSaturday

19 07 2015

Here’s a #ScreenShotSaturday for the latest progress of Beyond the Infinite Abyss. I am testing out the camera movement and GUI placement. You also get to see some of the characters that will be in the series and some idea of the theme.I will post more gameplay vids and mechanics features in a future post.

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Beyond the Infinite Abyss Character Creation Progress

15 04 2015

Over the past couple of weeks I have been using Blender to create and rig the characters in Beyond the Infinite Abyss. First I draw out the character in various angles to help give perspective when I am creating the vertices of the character in Blender.  Next, I add the bones to match Unity’s requirements to be able to make the character walk/run/interact with the environment. This is what I have so far. Enjoy.

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if( isCoded && isDeployed)

25 11 2014
Testing deployment on Ouya

Testing deployment on Ouya Game Console

Over the past couple of weeks I have been tidying up and prepping for the deployment of Mystic Mayhem on various systems. The first device I have chosen to deploy is the Ouya game system, The game is currently under review and hopefully be ready before Thanksgiving. What is an Ouya? An Ouya is a micro-console that runs Android OS. I was one of the original backers when they where on Kickstarter and thought it was a great idea to make Android games/apps available in the living room. The device makes a great  Android dev tool and made it very easy to test using a controller and a touch interface, which is good if you want to deploy to other Android devices. The Ouya edition of Mystic Mayhem will have the same levels, music, and gameplay as the Xbox version. It will also be available for the same price [ 99 cents].  Please keep checking this site because over the next couple weeks I will be submitting to Google Play, Kindle, iOS and others.





New Product Announced and Future Game Name Change

2 03 2014

Hi Everyone! Its been a while since I last posted. Wrote a new app, currently out for Windows Store, soon to Windows phone.

GET IT NOW ON THE WINDOWS STORE

Food Item Tracker

Image

Get F.I.T.!  The Food Item Tracker will allow people to track all food you are consuming. This app will allow you to scan the Bar Code of items you consume and find out the nutrition information of the items you are eating.  From the nutrition information we can give you the most common foods and ingredients you are eating in an easy to understand charts and graphs. We can also recommend food based on the frequency of items you are consuming.

Game Name Changes

I announced in earlier posts about the next game Quantum Fortress, a 3D choose your own adventure game on queue once F.I.T. is out on the Windows Store. I decided to rename the game to Beyond the Infinite.





Mystic Mayhem: Maximum Altitude Submitted to Microsoft Phone Store

25 01 2013

Hey Everyone!

I’ve been spending the past couple months converting the survival mode from Mystic Mayhem to 2D. Added new graphics, such as new UI interface. Also added new features, such as speed up/speed down triggers. After all of these changes I haven’t given it a name, after some consideration, I realized the hero’s name is Max. Connecting the dots I decided to name it Mystic Mayhem: Maximum Altitude

it has been submitted to Windows Phone Store for certification. It should take about a week for the certification process until it goes into market. Check out the screenshots below! Once approved, the game will go for only $0.99, it will be supported on both Windows Phone 7.* and 8 phones!

WindowsPhone_125x40_blk
[But It Now!]

 

 

 

 





Mystic Mayhem Patch 1.3 and New Features

12 11 2012

Over the past couple weeks, I have been fixing and adding new features to Mystic Mayhem. It is currently in peer review on the XBLIG App hub, the patch will hopefully be deployed  by next week.

Patch 1.3 has the following updates/features:

Adventure Mode

  • Score determines if you can proceed to next level
    • You need a “C” (70%) or better to advance
  • Note to Previous Purchasers: the game will immediately send you back to any older levels you failed to retry, but you will be able to go to “newer” levels if you want.
  • Lavaball now hurts player
  • Banshees(green faced guys) now follow you without disappearing
  • Banshees are now slower
  • Added Thumbstick Threshold
  • Menu selection speed should be slower
  • Increased ladder climbing speed
  • Music should now stop before ending video shows.
  • Block traps now disappear 1 second from touching them.
  • Level Fixes:
    • Level 18 – Made spikes lower
    • Level 9, 11, 14, 16, 18 – fixed respawn issue
    • Level 17 – changed area around to allow player to go back to beginning if they forget key
    • Level 13 – added ladder at end to allow user to go back
    • Level 5 – added trap
    • Level 1 – removed dead guy at beginning of level to make more kid friendly

Survival Mode

  • Now has unlockable characters
    •       Princess Parsley and Cloud Car @ 10000pts
    •       Malwarp and Dragon @ 15000pts
    •       King (as Butterfly) @ 20000pts
Survival Mode New Select Screen
Survival Mode New Select Screen

One of the new features of Survival Mode is an unlockable character system (see above pic). You will now be able to play other characters, such as: Princess Parsely and Cloud Car(10000 Pts), Malwarp and Dragon(15000 Pts), and the King (20000 Pts). When you hit certain score, a popup will show telling you if you what character you unlocked and will be able to play after you finish/leave the game.





Android Port Status and Patch v1.1

1 10 2012

Xbox Live Indie Game Dev Update

I have currently sent Version 1.1 of the patch for Mystic Mayhem on the App Hub, this version adds the following updates:

– Slower Menu Selection Speed

– Updated Menu to Showcase the different modes of the game (show it is two games in one!)

– Fixed coin value value in Survival Mode

– Removed rumble on projectile shoot.

– Updated some graphics elements.

These updates will hopefully be out in the next couple of days.

Android Progress

Currently I have been learning MonoGame and trying to port Mystic Mayhem to Android devices. So far i have been making some progress, but found some snags. First, MonoGame currently does not support hardware instancing in their codebase [Develop3d Branch], this means I will have to do some workarounds to get the graphics to display properly on less powerful graphics cards.Second, I will have to find an alternative way to get the music to work, somehow the audio causes some faults which I had to comment my Audio Manager code in order for the port to work.

Android Image Test
Got an image to display on Android Emulator!



Next, I will have to tackle scaling, since Android devices can support various sizes, I will have to add a scaling manager to scale from the traditional Xbox 1280 x 720 to any size possible. Also during my first port test of my game I was getting some “run out of space” when trying to deploy to the emulator. After some quick searching I found out that even though the game is < 70MB, when debugging it almost doubles its size to add debug handlers when sending to Android device. In order to fix it you have to run the emulator for the first time from the command prompt to add a partition size when it starts up:

emulator -partition-size 512 -avd <Your Mono AVD Name here>

otherwse it defaults to a low disk size (194MB of free if I recall).

Progress!
Progress!

I will try to keep an update of the games progress porting Mystic Mayhem (which is out now on XBLIG!) to Android as much as I can.