/* */

Archive for the ‘Rant’ Category

9
May

The Last Stand: Union City Release

   Posted by: Con

What’s going on?

WHEN IS THE GAME COMING OUT?!

So let’s talk release dates. I’m not going to even try and solidify a release date at the moment because the truth is, I really don’t know. No more months, no more quarters. I know you guys have been waiting a long time, perhaps I should’ve kept quiet until I was much further along in the project, but here’s what’s happened:

I started in November last year with basic prototype stuff of the character creation and setup. In December I moved onto building the game engine itself. It should be noted I started from scratch with pretty much every system. Movement, aiming, animation, weapons systems, damage systems were all done from the ground up.

January and February were spent mostly on Inventory systems and creating the fairly complex loot system for finding items in the game world.

That brings us to March. In March I spent 3 weeks in the US, at which time I started working on Crush the Castle 2 at the request of Armor Games. What I thought was going to be a 2 week job, turned into 2 months. I’m just about done with it now and have only in the last few days been back into TLS:UC. To reiterate there’s been 2 months of downtime on The Last Stand while I worked on CTC2.

To put it in perspective, The Last Stand 2 took 5 months to make, it was a sequel, using an existing engine. This is a completely ground up game, about 10 times it’s size and scope.

The game will get done, I’m not going to drop it, you guys will be included every step of the way as much as I can. I’ll be releasing alpha’s and betas as the game progresses, right up until I reach something close to the final game. I appreciate you guys following the development so rabidly, but asking for release dates and complaining when things get missed, it doesn’t help anyone.

Good things come to those who wait. Like a new alpha Sunday evening PST, it’s dress-ups time!

25
Sep

“Delaysers”

   Posted by: Con

Seems that  I’ve run into a series of “delays” over the course of this month.

Between two total reinstalls of Vista and now my video card up and dying on me, even though it’s only 2.5 years old, I’ve been trying to finish a game.

It’s been somewhat frustrating not being able to finally nail Juggerdome. It has given me the chance to get further into planning the next Last Stand. I can safely say that it’ll be the biggest project I’ve ever worked on and I’m busting to get started.

Here’s to hoping the next week or so goes smoothly once my new graphics card arrives.

5
Aug

Monome

   Posted by: Con

Below is a song done by the composer who has produced all the music for pretty much every game I’ve ever made. It’s made on his new toy, the monome. It’s a hand built, highly customisable crazy music machine. Enjoy the clip, Canon in :D.

Any and all comments relating to Last Stand 3, Warfare or any other bollocks other than this clip will be met with being marked as spam. Thanks.
8
Jul

Warfare 1944 - Post Mortem

   Posted by: Con

So the game has been out for just over a week now. It’s getting good press and the reviews on Armor Games have been good if not all too often incoherent.

I have to admit, I loathe the first few days after a release. I’m generally exhausted having been up until 5am a few nights in the week prior, only to be confronted with thousands of people filling my comments pages with bugs and ‘glitches’ (I hate that word). Then follows the week of fixing, more late nights, the constant urge to keep checking the score, plays, comments.

As it stands though, the rating is 9.2 and it’s had over 1 million plays during this first week, but it’s raised a few concerns about the future. Why? Well there’s a few reasons…

Expectation.
It’s a curse. A lot of initial reactions were that the first game was better, too many bugs, didn’t live up to what was shown off. I’m not really sure how to handle expectation at the moment, especially with a third Last Stand game on the horizon. In Warfare’s case I think that it had a bit of an impact because it was only a sidestep from the original, so the two were comparable but not identical.

Complexity.
Really, Warfare 1944 is pretty basic as far as Real Time Strategy goes, but it seems it went waaaaay over the heads of a lot of people. I’ll admit there is a fair chunk of assumed knowledge in there, short of delaying the play of someone for 10 minutes while you explain it all, I’m not sure how much more I could have laid it out.

On top of that, the game does force you to actually play it though, unlike 1917 and it’s passive sit back and spam away tactics. It’s more challenging and makes you think, unlike 1917 where you didn’t have to consider resources or micromanage units. As far as I can tell from the polar nature of internet comments, some enjoyed it, some hated / were confused by it.

What I’ve learned.
I need to address all of my audience and cater to them. Some of them are a hell of a lot younger than I had counted on. I think I can safely say that a majority of my future games will have difficulty settings, different play modes and other functionality to broaden the play opportunities for everyone.

- Con