Gaming Your Way

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They're nearly here

So Lost Outpost has been sold, to maxgames.com, and we're just fixing the last few bugs and adding the branding. We can't give a launch date yet, but it should be next week sometime. 

We're so nearly there, and we can't wait.

Squize.

#addlistoftrendinghashtagshere

It's Sunday again, although for a change it's not 23:45h while I'm writing my weekly blog post.

I guess I mentioned last week that the lazy days are over and I have to get back into the joyful pace of client work. Last week I started to setup a new client site and the racing game came back to haunt me (and it needs finishing too, if possible before the end of the year).


Website layout.

The sceengrab above is what we got as sitemap for the client website. We spent a few minutes wondering about how to turn that into a website and then settled on the idea that we just use that. To our surprise it pleased the client extraordinarily - which in turn pleased us. It even pleased me, until I started to imagine how to build this and not use an image / image map (which, let's be honest, would be a moment I should quit my job).

So I set it up as a combination of css3, canvas and javascript to make it as dynamic as possible. There's all the latest shebang hover effects (like highlighting connected circles and lines), transitions (when circles turn into popups) and some parallax effect when scrolling down to the other parts of the website).

It doesn't happen often that I can say "I'm quite pleased with the outcome".

 

After that I went back to MTR.

I'm still in 3D mode so instead of starting with code I started building the 3rd car.


The 3rd car, at least one more needed.

This one is quite easy, no fancy corners and this is the outcome of about 4 hours work. It's missing some details like the bumpers and lights, but that's for tomorrow morning. I even look forward to UVW map it (well, who wouldn't, as it's essentially a box with wheels).


I think the rendered version looks a bit shit right now.

I'm not quite sure what the 4th car will look like (although I have an idea) and with that I can finish of the dreaded AI. I then have to do a client version of it - which even might become the initial public release (so I have it out of the door for a while). The client version will feature single player mode and six fixed tracks only, maybe a few (very few) car upgrades.

We announce the next important post after the break ... or next week.

If you haven't done so already give Lost Outpost your greenlight love:
http://blog.gamingyourway.com/post/2013/09/16/Lost-Outpost-on-Greenlight.aspx

Catch you next week,
-- Oliver (nGFX) 

Lost Outpost on Greenlight

Just to emphasise the point, just in case the title wasn't enough

Hang on, are you looking to charge us for a free game you've been banging on about for a year ?

No, no we're not. It was always the plan, it's just how could we mention it sooner with the game not being ready ? With it being all but done now it's kinda time to try and push things forward.
What this means is Lost Outpost will still be coming to a portal near you as soon as we can sell it, nothings changed there. What we're aiming to get onto Steam is Lost Outpost: The Directors Cut. That's Haven, Swarm and Lost Outpost in one sexy package. It'll be the definitive version of the game, as it should have been all along.

Let's recap. Lost Outpost is coming out to your favourite portal as soon as possible. Nothing has changed there at all, there won't be any charges, any in-app purchases, nothing.

In terms of the Greenlight page, we'd really like a favour. If you could vote for us and tweet about it it would help us out so much. It doesn't matter if you've only got a handful of followers, if you vote and just one of your friends vote that's two votes we wouldn't have got. It all adds up.

Our page is here: http://steamcommunity.com/sharedfiles/filedetails/?id=177695239

Thanks. Oh, and don't worry, the blog isn't going to turn into a constant "Vote for us", that would bore me silly.

Squize.

A Ule by any other name

Yet more news we've got to shoot directly into your eyes, like a milder informative kind of pepper spray.

I guess the biggest news is that Outpost2:Stranded isn't a thing anymore.

Not because someone called me a name on twitter, I'm not fucking 12 years old, but because of trademarks and the like. Boring stuff.

There we go, O2 is now "Lost Outpost". We're still going to call it O2 for weeks, it's like writing the wrong year on a cheque all the way through January.

We should really have made a microsite to announce this properly. Hang on a second, we only did.

Lost Outpost site.

Check us out planning ahead properly for a change.

There's still some news to come ( Although the bottom of the new site does contain some pretty big spoilers ) but for now I've got to get back to finishing our vertical slice of the first 4 levels plus the Swarm level which we're going to post to the Outpost Facebook page real ( Real ) soon.

Squize.

Ch-Ch-Ch-Changes

So I've been teasing big announcements for a while now, and today I can finally mention the first one.

Lux and I have been working together for a while now, since Ionic, and with him recently leaving his job to go indie we decided to set up a business together, Garage Collective.

The site has just gone live, www.garage-collective.com

What does this mean for GYW ? Well it means all my future games will be released under the GC brand, so I guess Outpost:Swarm was the last GYW game from me, which is a weird thing to say after devoting so much time to all things GYW.
But that doesn't mean the death of either GYW or this blog. Olli and I haven't fallen out or anything, setting up garage collective with Lux just makes business things a lot easier with a clean start, plus Olli is still developing games under the GYW banner ( I may be the most vocal, but I'm but half of a team ).
I still want to keep the development of games posted here, because I have more freedom here to say when something is shit, I don't have to keep my prose as shiny.

And that's the first of a few more big things that hopefully we'll get to you guys over the next couple of weeks.

Squize.

Outpost 2 alpha demo out on our Facebook page

I can't think of a more literal title for this post, it says pretty much everything I need to say. In all honesty I'm being a little bit cheeky as I did a google search for "Outpost 2" the other day and there was nothing about it, no screen shots, nothing. Lot's of sites are apparently hosting "Outpost 2 Jameson's Story" which is good to know, I should just play it there and save all this effort.

Anyway, if you do the Facebook thing you can check out the first three levels of O2 < That doesn't help our Google visibility either, here.

https://www.facebook.com/outpostGame/posts/348477208594020

Squize.

JIG best of 2012

Well check us out, both DN8:Pulse and Outpost:Haven were nominated in the shooter category over at Jay's site.

http://jayisgames.com/best-of/2012/shooter/

If you liked either game give them a little vote please, as we don't want to come last. You can vote every day, but don't bother as that's really just fucking mental and we still won't win.

Cheers,

Squize.

PS. Also check out "American Racing", "Hanna in a Choppa 2", "Super Villainy" and "Sushi Cat 2" all in the Action section and all by friends of ours. All excellent games and the links are right there to play them.

6 not out

Just a really quick one today. It's our 6th birthday, hurray for us.

I'd like to say so much has changed, but no, we're still writing juvenile crap on the blog with the occasional game release in between.

So yeah that's our news, what have you been up to ? ( I'm just being polite, we really don't care ).

Squize.

2012 in words and pictures

It's that time again. These normally take forever to do, but I think this one can be knocked out in about 5 mins as we've done fuck all this year.

Shall we start ? Yes, lets.

January:

As always we have our birthday in January, we're 5 now, and still not imploded under the weight of our stupidity.
We were still basking in the lovely Outpost glow ( 2011 that came out, and we've still not finished the sequel. The Beatles still release more albums than we do games ).
We did have an interesting interview with Jean-Philippe Auclair, author of The Miner, which I'm sure you all use now.

February:

We picked up a little head of steam this month. It started with the first image from Outpost:Swarm and the start of the DN8:Pulse development.

We actually finished the first beta of Swarm at the end of Feb if I remember correctly... but there was still a way to go before it would see the light of day.
Olli also pimped a rather lovely lego house he'd put together.

March:

More DN8:Pulse, I tried to be quite active about it's development on the blog, posting weekly updates ( Which is very active compared to the last couple of months on here ).
Want to see some glowy bullets to help fill this post out ? Yeah, why not. 

And that's month 3.

April:

A great month, with both Swarm finally launching on Miniclip < I thought I should link to them, they're an up and coming portal and need all the traffic they can get.
We also got a pre-release review of DN8:P on the excellent FlashMush blog, which we were happy about.
But when exactly did DN8 II, the stage3D mix, come out ?

May:

Ah, the 1st of May. Thanks to Jules and Rob at TurboNuke for sponsoring that bad boy.
One thing we learned was never ever bother doing a stage3D game, as these stats revealed.

Overall I'm pleased with most of DN8:Pulse, I'm glad I did it, but I did make an actual loss on the game after paying for the ( Great ) art and music. It did well on newgrounds ( Our only daily 1st ), got a great review at Jays, and died on it's arse everywhere else.

( Never do a stage3D game, I can't stress that enough ).

June:

I hit 40, and for some reason didn't mention it. Normally I like to big up my birthdays.


I did finally write up a postmortem for Swarm, which was good to do. I really like that game, yes it's limited in scope and with hindsight we could have dropped more references to the story in there, but the AI is cool and it just plays nice and simple.

Also a sneak peek of "Quantic Velocity", our failed game this year. We started off using stage3D, then saw just how badly DN8:P had done, restarted it as a horizontally Uridium like game, then restarted it again as a vertical scrolling one. Just an aborted mess. I'm kinda glad Lux and I went through that, better on a smaller game than a large one we really care about.
I don't think we had a clear enough focus on what it should be, and then I backed myself into a corner with the baddie AI and it was just easier to save the assets for another day.

July:

Nothing much to see here, apart from work finally starting on O2. So we're 5 months, nearly 6 months, into it's development and still no private beta. There are reasons...

August:

We pushed O:Swarm out to Facebook as a little experiment. Due to a lack of pimping on our behalf it's pretty much stayed as it is, we want to go back to it and give it more social love, but if no one's playing it then there's little point ( And no one is playing it 'cause of a lack of social features. Oh ).

Worth doing, just to see all the hoops we have to jump through to get a game on there, and it's far from dreadful, we just didn't expand on it as we could have.

September:

I experimented with HaXe NME. I'd like to go back to it sometime, but when I really don't know.

On the O2 front I added specular lighting, which if I do say so myself, looks fucking stunning.

Hurts lower end cpu's, so it'll have to be an option, which is such a pity.
Also Lux nailed the title screen for O2, which is important as I really like a title screen in place on a game as it helps set the tone ( I'm sure I've mentioned this a million times before, so I'm going to cut myself off before I bore myself ).

October:

Bit of an almost constructive post from me for a change, about Survival horror. If nothing else it was a slightly indulgent way for me to get things into perspective for O2.
The comment which started it all, and quoted in that post, has really helped define what we're going to do with O2. Lots more one off set pieces ( Which is one of the reasons it's still in development ). 

Swarm made it's merry way to Newgrounds, and did quite well ( After being fucked in the eye for a daily 2nd. These things don't normally matter to me, but there was some strange voting that day, which also screwed us for the Halloween comp. Bitter ).

 

And that is officially where the year ended for us. In nearly 6 years of doing the GYW thing we've never let the blog slip for so long. Two actual releases in a year, one a sequel and one a spin off ( And a cancelled futuristic racing game ). Not the most productive we've ever been.
Let me explain, it's not you, it's me. We've been suckling at the adver-game teet a lot more this year than other years. We don't pursue freelance work, but sometimes it just lands in your lap and you'd be silly to say no to it.

So this year we did a quiz plus mode7 driving game for Goodyear ( We're not overly proud of it, hence the lack of mention of it on the blog. Very low budget, and it unfortunately shows ), I did a couple of Flash games for a certain cigarette company ( NDA'd up on these, I don't think I can even mention the agency I worked for ), then an Android tablet app for them which was purely for "in the field" employees, so that's not even available to get anywhere.
Then in November I went over to the US for a month ( Just got back on the 21st December ) doing more Flash stuff for the same company, but mainly JS/HTML ( And no, not "HTML5" which is just a stupid nonsense catch all term for all different kinds of tech, as I had to learn quite quickly ).
I think in total there are 6 Flash games, a tablet one and 4 or so html apps that Olli and I have worked on that we've been unable to mention on here.

See, we're not that lazy, we've just changed from being open and honest about everything to being sly. And evil. It's the new direction for us.

Ok, I guess this it the part we look to the future. I'm currently playing with porting Chock-A-Box over to html. That was originally a game in a day for me in Flash, it's fucking well not in JS. On the 2nd Jan I'm back full time on Outpost 2, which I'm really looking forward to and from there...

We think O2 will be our last sponsored game, it's just a badly broken business model ( There's a blog post on it's own, maybe I should bite my tongue until we've sold O2 ). In the new year we're going to be looking at new tech and new ways to get our games out there.

Thanks for always sticking with us, and we wish you a happy New Year.

Squize.