Instant Indie Halloween Edition

My game is featured there. :)

CrowSong Productions

Hey Everyone. Here’s another Instant Indie-A quick look at some great Indie products. In our Halloween Edition we look at a Motion Comic with music, a Kickstarter comic based on H.P. Love Craft called Kidthulu, an addictive iOS game and some early information on a Zelda-esque game in its early stages. All of the information is straight from the developers’ mouths, and it’s not my spin. It’s what they want you to know about their products, except for my opening commentary on each. Enjoy, and thanks for supporting independent goodies.

Re:creation

I’ve been talking with Elias Daler for awhile for an upcoming interview on being an Independent Developer. Look for that article soon. The concepts Elias is using and the gameplay his game will have are all things I’ve been wanting to see for awhile. I personally loved the Legend of Zelda games as well as early RPGs like  Final…

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Re:creation info / press kit

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Re:creation is a hobby gamedev project being made by Elias Daler. Re:creation is an action adventure game inspired by The Legend of Zelda: A Link to the Past and Earthbound.
You play as an undead knight who can become people he kills and get their abilities to progress in the game and solve various puzzles using unique recreation mechanic which can be summarized in this gif:
Release date: When it’s done
Platforms: Windows, Linux, Mac
Developer: Elias Daler

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Re:creation dev log. September 2014. Drawing art, being a solo dev, fixing bugs.

Lots of time passed since the last dev log. How’s the game? It’s doing pretty well.

Some things changed, the most notable thing is that I’ve become a solo gamedev now, because the artist abandoned the project. Every sprite you see in the latest screenshots was drawn by me.

Being solo dev is hard, very hard. I spend lots of time practicing art, drawing sprites, animating them and trying to make them as good-looking as possible without spending too much time. And I still have to do programming, scripting, designing and story writing!

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Here’s what I did this summer.

As I’m writing this the last day of the summer is approaching its end. It’s been an awesome study break. It lasted for two months and a lot of things were done in this period.

I see a lot of people who are disappointed in their summer. I’m not disappointed at all. I think I’ve accomplished some great things and while I didn’t reach some of the goals I’ve set, I’ll still work on them. My goals were not very specific (I found it very useful to set not very specific goals as I end enjoying my free time more): read some stuff, develop my game, write some blog posts and spend time with my family and SO. And I did it all. And it was great.

To be fair, I’m a little tired of this study break. I’m glad that I’ll have to study again. Hope this motivation won’t go away too soon. And now I’ll talk in detail about the things I did.

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re:Creation week #5. Improved level format and saving system.

Previous weeks:

Foreword

Last week I’ve posted this screenshot of re:Creation to /r/IndieGaming to know what people think about new graphics. I expected 2 or 3 people tell me something like: “it’s good, keep working” or “that’s bad, keep working”. The thread got lots of upvotes and comments and there was lots of constructive critique which I didn’t expect. Some people said the game looks really great. This was really awesome and now I know in which direction art style should be moving.

And here’s what I’ve been doing this week.

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re:Creation week #4. New graphics, chests, doors, screen transitions

Previous weeks:

This week was totally awesome!
Dmitry has redrawn lots of graphics and the game looks a lot better now.
We’ve also decided to make character proportions more realistic which is also great.
Here’s the graphics comparison

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re:Creation dev log. Week #2 and #3. AI stuff and vacation

Week #0: Preparation

Week #1: Things are getting bigger

Week #2 and #3. AI stuff and vacation

I started to prototype the first “real” level of the game. As I was working on it, I realized all the flaws of level editor and features it lacked of. So I worked a lot on the level editor!

A lot of time was also put in optimization. Release build was always working at 60 fps without a problem, but as an object counter grew bigger and bigger Debug build started to slow down, so I decided to optimize my game a bit and now it’s running at 60 fps on Debug too. Neat.

I was also working on AI for some time. First I got NPC to go to the specified point of map.

I accidentally swapped walking animations and results were hilarious.

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Using Lua with C++. LuaBridge makes everything easier. Variables and functions

Why use Lua?

Using scripts with C++ is great. They provide lots of flexibility and free you from using those .txt files for your configuration files and also let you write complex functions. You can modify your scripts without recompiling. This is really important because you get distracted less often. Even a short compilation can break your concentration.
And you can even design your system that even those people who don’t know how to code can create new scripts or modify existing object behavior without modifying your source code! If you want to know more reasons of what makes Lua great read the beginning of this article.

I wrote about how you can develop your own binding library in previous chapters. But this library is very basic, it doesn’t have the power some other libraries have. It’s really hard to write your own binding because it usually involves lots of templates magic and meta-programming.

I’ve tested lots of libraries and found LuaBridge to be the most awesome. It has MIT license, doesn’t have any dependencies(like Boost which some libraries use) and it doesn’t require C++11. You don’t need to build it. Just drop LuaBridge folder in your project folder, include one header and you’re ready to go!

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