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  •   Some interesting reading

    8/11/10 - 22:53

    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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      Quick Stealth Patch + Wow :)

    8/11/10 - 19:27

    I had a couple of bug reports today mentioning a problem with Noxicite, folks were getting object not found when trying to pick it up – so I have released a quick patch to fix that, along with a quick change to the ores to let them ignore your mining laser ( all the new ores were happily blocking the mining laser, d’oh ).

    I am amazed the number of games played already – over fifty games played on day one, and that is ignoring the games I have played 🙂 Over 2000 ores mined – wow!  Amazingly, according to the stats screen, one of every ore has been mined.  I thought that would take a while longer 😉  Guess I’m going to have to introduce some new ores at some point.  Metal roids are being mined a lot more than the other types of roid, would be interested to know players pick that one … does it look pretty? is it the size/location in the GUI? are the spawns better?  Very keen to know 🙂

    Just in the spirit of keeping things nice and honest, the two accounts I use for testing the game have been marked on their profile pages as a Developer Account.  They might have strange numbers in them from time to time.  Also, the account I actually use to play the game is TheSilentOne.  So that’s the one to beat folks 🙂

    Been getting a lot of really good feedback, all is read and taken into account.  I think ( after Thursday ) one of the first issues I will be looking into the zoom out camera.  Its pretty dang ugly and buggy in places, though at least it is useful in the sence that it covers the entire roid now – but its a nightmare to actually use.  Also I have got quite a large change planned for the game over screen.  Oh, and when I get some time, really want to make the stats web pages more pretty – though the info is all there, white and black default font ickness is prolly a turn off for a lot of players 🙂  Please feel free to have a look at the stat pages and think if there any features or stats that you would find useful.  Let me know!

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      SpaceOreMiner 2.1 Patch Notes

    7/11/10 - 20:22
    • Fixed home location of APS – should now point at ore/recharge sphere correctly
    • Changed starting position of the mole – will start next to the ore/recharge station to help people figure out how to play 🙂
    • Fixed RODS rockets to correctly sell the new ores
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      SpaceOreMiner version 2.0 is live !

    7/11/10 - 14:01

    Play it now !

    http://www.greenslimegames.com/games/spaceoreminer

    Please remember – this is an initial release, and prolly is quite buggy 🙂  I’ve played through it quite a bit, and wiped a load of games from the new database, but left three players in there, otherwise the stats screen looks a bit silly 🙂

    Feedback is more than welcome, any ideas/suggestions/bugs/lag please, PLEASE get in contact about, either email me, tweet me, or just leave a comment on the blog 🙂  The patch notes are the last blog entry – please feel free to read them over, as they show all the major changes to the game.

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      SpaceOreMiner 2.0 Patch Notes

    6/11/10 - 23:34
    • All new models – Many thanks to Mr Smive for producing some excellent game models.
    • 15 more ores introduced – now for a total of 30, some only spawn on certain roid types – but which ones?
    • Mole speed has been increased.
    • Focus Crystals have been introduced – can’t mine through a layer rock? upgrade your laser at the shop with a new focus crystal!
    • Moved shop/ore return point and altered the message slightly.
    • Ore is not destroyed when your inventory is full.
    • A hollow has been detected in this roid …
    • Spawning system overhauled.
    • Asteroid Positioning System can now be brought from the shop.
    • Zoomed out camera is now aware of your location, no going off the edges now!
    • Overground terrain doesn’t stop randomly at the edges anymore.
    • New leave roid option – tired of self destructing your moles?  now simple get to  the surface of the roid and click on Leave Roid.
    • Altered the Limar tab screen and the log in screen to decrease the amount of info availible – you arn’t gonna know about an ore until you mine it! ( unless you just look at the website stats )
    • Non Static mole, no longer is the mole stuck facing the camera, it spins one way! it spins the other way!  see it’s side! see its other side! 🙂
    • Bump Mapped terrain, see more detail underground with fully bumped mapped terrain.
    • Players now have profiles on the website.
    • Improved game logging devices – games which are submitted but lost should reduced dramatically – now certain checks are made to test to see if a game submitted successfully.
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