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  • Archive for November, 2010

    SpaceOreMiner – Version 1.0 Winners!


    2010 - 11.13

    With everything happening in real life this week, I totally forgot to write about the winners of version 1.0 🙂  So here we go, the top three players from version 1.0 are :

    Rank Name Total Ore Mined Total Score
    1. Noble Kale 642 1264400
    2. Vaolinx 290 1187700
    3. Inko 363 917300

    Thanks to everyone who took part in the first version of the game – there were so many more players and games played than I ever thought 🙂  I was really impressed with the level and the quality of the feedback I got from it – you guys and girls totally motivated me to actually get a project done and out there.  Seeing people actually play and enjoy my game was easily the most motivating factor ever.  I think I’ve finally broken out of the code; get bored; get better idea loop 🙂

    Here is hoping version 2.0 becomes even more popular than version 1.0 🙂

    Rank Name Total Ore Mined Total Score
    1. Noble Kale 642 1264400
    2. Vaolinx 290 1187700
    3. Inko 363 917300
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    SpaceOreMiner 2.3 Patch Notes


    2010 - 11.13
    • Adjusted the farcam yet again.  Getting more happy with it 🙂
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    SpaceOreMiner 2.2 Patch Notes


    2010 - 11.11
    • Feedback release, feel free to comment on the new lighting – Crystal roids are way to bright at the moment, but keen to hear what people think of metal and active roids.
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    Playing with lighting …


    2010 - 11.09

    Not an epically long post as I’ve got a grand total of about 10 minutes dev time tonight 🙂  After receiving some suggestions for graphical improvement, I thought I would have a quick play with the lighting – nothing final at the moment, just having a play.  I’ve basically removed the global lighting, placed a local point light just under the mole, and turned back on the lighting on the far view cam, turning it’s intensity up to mental levels.  Quite like the sketch like effect it brings the far view cam, and the small local light really shows off the bump maps ( oh and I’ve reduced the stretch of the active roid texture, think it looks a lot better now )

    Active Roid

    Metal Roid

    Crystal roid - nice and shiny 🙂

    So bright it hurts my eyes

    Like I said, not sure if I am sticking with these, but thought I would get some feedback on them 🙂

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    Some interesting reading


    2010 - 11.08

    Just surfing about, and I stumbled upon this blog post :

    http://positech.co.uk/cliffsblog/?p=884

    Now don’t worry – I’m not gonna start charging for SpaceOreMiner tomorrow.  In fact I can’t really see that happening at all, for SpaceOreMiner or the game it will evolve into.  It is far from ready for that anyway 🙂  However, I did find it a very interesting read.  Having spent many hours playing Gratuitous Space Battles I totally appreciate the authors experience in this matter 🙂  I know quite a few other devs read this blog, so I thought maybe this little linkie might help other indie folks who are thinking about selling their games.

    I must say, I would love to be coding SpaceOreMiner full time.  To make a living from it, no matter how much of a pipe-dream that is, would be, well mega-awesome-uber-cool.  The small amount of time I have set aside per day for coding it, as well as going through feedback, coming up with ideas and just talking about the game – is damn enjoyable time.  It is almost like an obsession with me.  I find myself thinking about the game all the time – I have a pad next to the bed which I scribble ideas down late at night.  When I wash up, I draw little moles and asteroids in the condensation on the window.  Often, while watching something on T.V. a new inspiration will hit me, and I will go running upstairs write on the pad next to my bed ( maybe time to invest in another pad ).  Now, re-reading that makes me sound like a bit of a nutcase, but I am going to leave it up there 🙂

    The advantage, in my mind, to indie gaming is this sort of obsession.  A single person ( or small team with a shared vision ) with a real passion for what they are doing can produce something more beautiful than any giant games company could.  No need to worry about publishers, you have an idea, and you NEED to get this idea out for the world to see and play.  I’ll cite the example of Dwarf Fortress.  Horrible GUI, no graphics, extreme gore (albeit reading and ASCII gore).  There is no way that it would have come into existence in a conventional games publishing sense.  It has taken Toady’s drive and obsession to create something quite beautiful.  The level of simulation is, well, ridiculous.  The game-play is pretty damn perfect, the addiction levels pretty much on par with the best drugs known to man.  And all of this and it is an open sandbox environment.   This is what is right about indie.  Individuals with drive and passion that can and will experiment and come out with original ideas – rather than the repetitive cloning of game-play elements with ever increasing shiny graphics that you find in the current mainstream gaming market.

    Hmm, this was a much longer post than the ‘Hey read this link it is pretty interesting’ post I had originally planned 🙂

    tl:dr; Hey read this link it is pretty interesting

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