== strings.properties ==
app_name=Confirmation App
confirmation=Are you sure?
== strings_en_UK.properties ==
confirmation=I'm terribly sorry to bother you, but would you please be so kind to confirm your certainty on this matter?
== strings_nl.properties ==
confirmation=Weet u het zeker?
Continue reading
As an indie game developer, I’m wearing a lot of hats. At one moment, I play
the role of developer, happily banging out code. The next moment, I can be
posting about my game on forums, or doing artwork, or communicating with my
client/partner/designer. How do I stay on top of all this? Fortunately, I’ve
built up a bag of useful tricks and tools that work really well for me. Time to
share!
Unfortunately, I can’t reveal too much about the game I’m currently working on,
but I can say that it’s like a board game. For the sake of this post, let’s
assume that the game is chess: there is a game board, there are some players,
and each player has a bunch of pieces that either have a position on the game
board, or have been captured. In this post, I’ll talk a bit about how to
architecture such a game in software.
I realized a long time ago that my website was looking a little dated. A dark
theme, drab colours and not exactly mobile-friendly. So when I started fulltime
in December, one of the first things I did was a major styling overhaul.
Happy new year, dear readers! This post has nothing to do with new year’s
resolutions; it just happens to coincide. Studies have shown that setting and
announcing explicit goals helps drive success. And who would I be to argue with
science? So here’s what I’m planning to do in the first half of 2016 (until
the end of June).
Put your spatial insight and worldly knowledge to the test! Rocket Mail is a company that delivers packages to anywhere in the world – by rocket! Use your phone’s compass and accelerometer to launch your delivery rocket to cities throughout the world. The closer you get, the higher your score!
I recently did an interview with Robert of Tornadic Dev
Studio from Melbourne, Australia. He
noticed my recent announcement about
starting as a fulltime indie developer, and got inspired:
At the core, Rocket Mail is a very simple game. I made the early prototype
(Doomsray) in less than a day. There are no complicated physics, no advanced
graphics, and very little in the way of performance requirements. Of course
there’s a long way to go from a prototype to a finished game, but even after
the game looked, felt and sounded polished, I still found that I needed several
weeks to get it ready for beta testing.
After thinking this through over and over and over again, I’ve finally decided
to take the plunge, quit my day job and become a fulltime indie game developer!
Just a short post to share something I’ve been working on that mightily pleases the Kerbal Space Program player in me. In testing Orbital Express, it became clear that having three controls (compass direction, inclination, and launch speed) is too much for beginning players. So I decided to simplify the first two levels:
Virtual reality seems to be all the rage in gaming these days. Everyone seems to be buying into it. Big corporations like Facebook (Oculus Rift), Sony (PlayStation VR) and Microsoft (HoloLens) are pouring money into VR as if it’ll be the biggest thing since sliced bread. But right now, few people who aren’t game developers actually own the necessary hardware. Will it all be worth it in the end? I think not.
As I’d hoped, my 48-hour game
Glauron
did pretty well in the latest Ludum Dare game development competition: it
ranked #58 overall, and made the top-100 in the graphics and fun categories as
well.
After Ludum Dare, it’s back to working on the game I blogged about last
week. Name clashes notwithstanding, I’ve decided to
call it Orbital Express after all. As I mentioned, there is work to be done
on progression, balancing and scoring.
Each field of programming presents its own challenges, and game programming is
no exception. In fact, I would say that a game is among the hardest things you
can program in general. Why? I can think of three main reasons, which are
closely related, as we will see.
After a weekend of toil with GRPC, ProGuard, dex, Netty, Maven, Gradle and
IntelliJ, I finally managed to build a release APK of the first public version
of the Bigcanvas app. Add some screenshots (inspired by – well, hopefully you
can tell), and we have a publication!
Pickomino (known as
Regenwormen in Dutch, Heckmeck in German) is a dice game in which players
try to get as many worms as possible. It is largely a game of chance, but there
are some tactics involved, which always leaves me wondering: did I make the
optimal choice? Only one way to find out: write an AI player that knows how to
play optimally.