Koya Rift gets release date, new trailer

That’s right my friends. The day has come. Koya Rift will be up for sale on May 24, 2011. That’s less than a week from when this post was written!

New release trailer: http://www.youtube.com/watch?v=E5NQ7cJuKPI

Who are these Code Drama guys?

Code Drama games is the new team I am joining to work with on *SECRET PROJECT*. However, I’ll be selling Koya Rift off of their website so that people the purchase Koya Rift can track the progress of our new game while they check for updates to Koya Rift.

Where’s it going to be sold?

The game will be releasing through some game distributors (such as possibly Desura or Impulse) in the coming days / weeks after release, but the game will primarily be sold off of the new website (code-drama.com). Our payment distributer is BMT Micro, so you don’t have to worry about us handling your credit cards or anything; a professional company is taking care of all of that. ;)

How much will it cost?

7.99 USD. I know this may seem a little cheap, but I intended this to be a smaller game that’s an easy buy. If I make it cost less than your dinner, I hope that more people will be able to support me and follow my progress as I continue game development in the future.

Ugh, now I have to subscribe to yet another website to follow you?

Yeah, sorry about that. I promise that I won’t be leaving the Code Drama website for a while though. :)

Don’t forget! Spread the news!

-Zach

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Updating the KR source to the GML 8.1 runner, other progress.

Things are going pretty well. The GML runner was updated to version 8.1, which includes various speed updates, security updates, and other things I really love. The one thing that’s driving me nuts right now is that they changed the argument syntax for methods:

The rules are;

  • if you use argument0 to argument15, then you MUST supply up to that number in the argument list. So if you use argument2, you must supply 3 arguments – exactly.
  • If you use the argument array (argument[x]) then you are free to supply as many or as few arguments as you wish.
  • If you use both argumentX and argument[x], then you MUST supply up to argumentX, but are free to supply more if you wish. So if you use argument1 and argument[x], then you must supply at LEAST 2 arguments, but can then use any optional ones that have been passed in.
  • argument_count will hold the number of arguments passed. (0 is for no arguments passed)
  • accessing argument[argument_count] or higher, will throw an error.

As nice as it is that tighter syntax will make me a better coder, this means I have to change the body code for the hundreds of methods (scripts) that are called in Koya Rift to meet the new standards. This is; changing all instances of argument# to argument[#]  (where # is 0-15 of the passed in arguments), and then tracking down EVERY CALL of those methods and making sure that I pass in undeclared parameters as 0 instead of letting them free. So instead of scr_generate_weapon(2,3,15); which would generate a shotgun weapon between power level 3 and 15, I could have called scr_generate_weapon(2); and it would have defaulted the lower and upper bound limits for me, because undeclared passed arguments were defaulted to 0. But now, I have to change all of them to scr_generate_weapon(2,0,0); so it has the same functionality. This is thousands of lines of code! Unfortunately this isn’t python, where I can specify a default value for undeclared arguments.

So all in all this pushes me back a few days. I just thought I would say that – it’s all worth it, because supposedly I should get a nice speed boost due to better memory management and more efficient masked collisions on the raw-engine side of things that I can’t control. Otherwise, things are going great and I’m looking to release on schedule.

UPDATE: Fixing these is going faster than expected. This actually might only put me back a few hours, which is nice.

UPDATE2: It appears the sound engine I’m using won’t work with the new syntax changes, and I can’t modify it (compiled DLL, no source available). Hopefully a patch for the sound engine or a patch for the GML runner, or else I’ll have to revert to 8.0 for now (the game needs sound!)

UPDATE3: Yep, can’t get the sound to work with the new runner. I had to revert all of the game back to the old 8.0 runner. Oh well, at least I’m not missing out on any huge improvements. The speed updates I talked about earlier supposedly are hardly noticeable for 2d games anyway. All that’s left to do now is translations and a bunch of marketing materials. If you would like to interview me or get a review copy of the game, shoot me an email! (SunnyKatt @ live.com)

-Zach

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Progress Report [March 2011]

I just thought I would update you guys on what’s going on. I’m getting closer and closer to getting the game done, it’s just taking annoyingly long to get a lot of stuff done when I barely have time to open the source code until the weekends. I’ve been so busy – if I actually had a full week to work on the game full-time, I could get it done. But finding time to work on it right now is really hard and so that’s why I moved the release back until May.

The list of what does need to be done is pretty small:

  • Boss Battle and final level set
  • Translation
  • Finish the campaign interface (it’s not quite done yet).

Also, here is an in-game shot of what a sample campaign map would look like. Yes, these are procedurally generated (what isn’t?). I wanted to keep it relatively stylistic, so I made the map monochromatic with a slight gradient blended over it, and then in-game the individual points of the map glow by color and size based on their difficulty over the map so it gets a cool styled(glassy? waxy?) look to it.

The red points with green glows around them are relatively easy for you, so you should do them first. The ones with strong red glows are harder and should be saved for last.

Also, there is other news in the world of Koya Rift. Two new interviews have been published!

The first one is with fanboy confidential. This is an audio interview, so not only do you get to hear my annoying voice, but you also get to see some additional footage of the game. This interview was a big deal for me because these guys interviewed the developers of Shank and Super Meat Boy before, so it made me feel pretty important (I sure sound petty now…)

The second interview is with a blog called Life’s not Simple, which is apparently about video games. This is formatted like the interviews normally are, but it provides some more insight into the development of the game.

Oh, and I made a facebook page for Koya Rift. Maybe I’ll post more regular, shorter development updates on there, but don’t count on it. When I don’t update things for a while it usually means I’m getting work done, which is good.

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Marketing Updates

Woah! Koya Rift really took off. I’m extremely happy and relieved it was taken so well by the internet – I’m certainly not used to the attention!

I’ll keep in touch will all of the guys on the internet while I continue to develop the game. I’m getting into the campaign stuff now, so I’ve got to make sure I have enough time to make it absolutely the way I want. This upcoming weekend I’ll be offline most of the time programming, so don’t worry if I don’t reply to your email for a bit.

 

Koya Rift ended up being featured on a bunch of websites, so I’ll just mark the notable ones here (click on the titles for a link!):

IndieGames.com – The Weblog

Arguably the most important mention I got. I wouldn’t have gotten near as much attention from everywhere else if they hadn’t mentioned my trailer on their website. Thanks guys!

Kurt Waldowski’s Game Development Blog

(Interview!) Wormintheworks.com

GameMakerBlog

The Astringent Gaming Journal

This is a relatively lengthy write up; very very good. I’ll be doing an interview with them soon, so prepare to see that as well!

Gamin.ru

This website is in russian, just to warn you. I’ve got a bunch of views from it though, so they are worth mentioning! Koya Rift will be translated into Russian, so be sure to remember me guys!

 

There were also a handful of other sites that mentioned Koya Rift, but they didn’t write much or otherwise weren’t really interesting enough to send you guys to read, so I’ll refrain from posting them. I’ll try and keep this updated as Koya Rift gets more and more attention across the net (yay!).

Preview Demos will start to be handed out to willing/selected blogs and websites so they can write about their thoughts of the battle system of the game (no campaign in these demos!). If you would like one to write about on your website, make sure you shoot me an email at sunnykatt@live.com. Don’t be shy!

Also: Maybe some early campaign screenshots in a few weeks?

-Zach

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Beginning the marketing haul!

EDIT: New visitors; welcome to the website! If you want to keep up with the latest news on the game, please click on the link to the right about subscribing to this blog by email. This way, when I make a new post, you will be emailed; and you (and I) won’t have to worry about you remembering to check back here.

 

Koya Rift is around 3 months away from completion, so I’m looking for an april/may release. Now is the time that developers supposedly have to begin their marketing ramp for a healthy release. I’ve made an advertisement image and two videos for this purpose, here is the advertisement image first (click for full size):

click for full size!

The dimensions of this image are ideal for posting in forums, so you don’t have to type out an explanation of what it is every time. Feel free to pass the image around and post it wherever.

And these are the two videos. The first one is a short promotional trailer:

http://www.youtube.com/watch?v=aQwfvc07vkI

And the second one is a longer gameplay video that has longer spliced sections of gameplay put together:

http://www.youtube.com/watch?v=TddbS_KEvlY

I’ll be contacting blogs and preparing demo builds of the game for previews. If you own an indie-game related blog, be sure to contact me (SunnyKatt @ live.com)! I am open to interviews and also to preview copies of the game at it’s current state.

-Sk

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December Updates!

So the combat system of the game is pretty much done. I have to add a few labels/tutorial messages, and then throw in directinput gamepad support, and redo the main menu, and I’ll be done all my goals for this year. Sometime after the battle system is all done, I will make that lengthy video I promised (in a few weeks I’ll do another gameplay video first!) and then move on to power through the campaign and multiplayer, hopefully in time for the release sometime after march next year!

I took some new screenshots to celebrate, enjoy!

First I want to show off the fancy new gun rendering. There are 11 bodies and 10 fronts, making for 110 possible gun looks before colors are even considered. :)

Just a couple I lazily generated.

And here are the in-game shots that show off how well this has come along since you’ve seen the last ones (click for full size, as usual!):

Check out the shield upgrade. Looks pretty nice next to this sexy generated weapon!

General chaos. Notice the red reticule that lets you see enemies under the obnoxious amount of effects.

More general chaos.

Part of the new tutorial system is little helpful popups during gameplay like this one. If I'm ignoring an enemy shooting at me this pops up and tells me to press the left mouse to fire at him.

Duel in the caves!

Another epic duel! This one with a level 2 droid. We were both moving and missed eachother; but it still looked cool enough to post.

This is one of the new upgrade orbs that the player collects to get upgrades, which are shown as those little yellow icons at the top of the screen. They lay randomly strewn about the level, but you also get them for every five ranks you gain (and you gain ranks by just killing enemies!)

As you unlock new weapons, your most recent one is highlighted in yellow and your little gun inventory adjusts so you can select them all.

The night sky looks so much nicer now. It's been desaturated a bit and I've added stars. Also notice the new tutorial popup that tells me to get to work.

The glows keep you happy while killing things.

The shield kills incoming gnats and helps deflect small bullets like you can see here. However, if I move around and I move into some of the bullets, they can still hit me and they will weaken the shield.

Stay tuned for the next gameplay video; it will most likely be posted in a few weeks.

-Sk

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Humble Indie Bundle #2

The humble indie bundle is back! Be sure to support my fellow indie developers by donating and in return getting 5 awesome indie games.

  • Cortex Command (one of my favorites!)
  • Braid
  • Osmos
  • Machinarium
  • Revenge of the Titans.

Show your indie spirit by supporting these guys!

http://www.youtube.com/watch?v=orzQ2J-oDpc

I’m sorry if you were expecting Koya Rift content – I’ll post a new video (maybe…) or at least new screenshots soon! Much progress has been made, if you see the checklist. I’ll make a post next week or so, I plan on getting a bunch done over the holiday too.

-Sk

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