Tag Archives: progress

2013: A year in postmortem, part 1- Hyper Gauntlet

It’s been a big year for me. Udell Games did not even exist in January, and yet here we are with a website, a domain name, some content and a heap load of free games! In the last six months I have been incredibly productive. Here’s a look back on everything that’s happened over 2013 as we look forward to 2014.

Hyper Gauntlet

The star of the show! Hyper Gauntlet started as nothing more than an idle play around while bug fixing the next big release of Fuse Breaker (my bad). I imagined a game with a third person camera, similar to Temple Run, and a character running and jumping over obstacles. I nixed that idea though, when I realised that being able to see the player meant not being able to see the coming obstacles. I tinkered for maybe 3-4 days, and ended up with a build that is remarkably similar to the one you can play today.

Screen shot 2013-08-22 at 14.55.53

Well, except the UI perhaps.

I submitted that build (then called Speedrun) to Reddit’s GameDev Feedback Friday post, and it garnered a lot of praise. Besides the UI, people liked its punishing nature, how fast it felt, and how addictive it was. I felt like I was on to something and after a week of continued development, decided to shelve Fuse Breaker. A few weeks passed and interest waned. People were still enjoying it, but there wasn’t enough changing for them to feel the need to pick it up properly.

Meanwhile I made friends on Reddit and Twitter. Noble Kale, who runs an excellent website with guides on empire building, pointed out a dire problem – one that I’d been aware of but hesitant to change – the name. If you google “Speedrun Game”, as you might imagine, you are swamped with videos and articles about people attempting to beat a game as quickly as possible (“speedrunning” it). This pushed my poor little arcade game back ten or twenty pages in the search results, and nobody tends to look past page 1. Not one to rest on his laurels, Kale immediately offered to help “fix this” and started brainstorming like no tomorrow. Eventually we reached a couple of options. I liked “Hyper Gauntlet”, but he was a strong advocate for “Nozzlethruster” (which I figured might have slightly too much innuendo).

I decided to make a compromise. Go with Hyper Gauntlet, but keep “Nozzlethruster” in the subtitle. It’s eye catching and I can’t help but smile any time a journalist talks about it, and that’s the story of how Speedrun came to be Hyper Gauntlet: Legacy of Nozzlethruster III.

Screenshot of Hyper Gauntlet

More releases, and more positive responses from Feedback Friday, coupled with all the indie dev blogs’ incessant harping on the subject of marketing finally gave me the courage to give my little darling to the brave new world of reviews. I scraped email addresses and contact details from as many sites as I could find, in any language I could just about parse. I crafted an email to every one of them (all right, I kind of cheated. I had a base message and I personalised it for each person I emailed Any email that began with editors@ however didn’t get the personal touch), hit the magnificent send button and waited with hot breath baited for the Google alerts to pile in.

I got my first response the next day. Surprised and groggy, I woke up to read that the ever great Chris Priestman over on Indie Statik had picked up on my email and played the game, and what’s more he seemed to like it! It floored me. The first piece of media notice for Hyper Gauntlet was positive! I felt like I floated down the stairs to tell my girlfriend. I’d had a sneaking suspicion, all along, that I was secretly the only person who liked Hyper Gauntlet, that perhaps people were just being kind to me because it was my first real game, or because I’d posted it myself to Reddit. I think every dev feels this, and probably every creator. The deep, insidious doubt that what you’ve made isn’t good enough. A hyper-awareness of your project’s every flaw. I knew that Hyper Gauntlet still had bugs, it didn’t have much in the way of replay value. It didn’t even have a High Score table then, and yet here they were, professional games journalists, talking about my game as if it was somehow worthy.

And then in came the Rock Paper Shotgun article.

I’d tried every major outlet, Joystiq got an email, PC Gamer got an email, Rock Paper Shotgun, everybody did.  I didn’t expect any responses at all, but as the SAS will remind you: He who dares, wins. And I won that day. In an article titled simply, “HYPER GAUNTLET”, Nathan Grayson wrote about my game as if it were haunting poetry. I was overcome with a levity and sense of unbelievable warmth reading that article, there were genuine tears of joy in my eyes and if I could float before then now I was practically on my way to the Moon. I’d been reading RPS for over three years and there I was, on their front page. What’s more is it was picked up and redirected all over the globe. Hyper Gauntlet was worldwide.

A gold vignette shown when the player levels up

With the hot fire of recognition burning at my soul, I set to work outlining exactly what needed to be done to bring Hyper Gauntlet to release. Since that day, there have been some major releases: power ups, the vignette system and the high score boards, and we’ve bolted closer and closer to the finish line. According to my list I have only one item remaining. Excellent!

So what happened then? The PSU on my development PC died. My computer can now no longer boot up for longer than three seconds. Thankfully, all of my code is backed up on Bitbucket, and I’m still able to get a hold of Hyper Gauntlet. Unfortunately my laptop is slow. I can add new code to projects, but bug fixing is a pipe dream. I’m doing my best, but now the best bet is to just get my old machine back up and running. Luckily a friend of mine runs a computer shop and is offering to do the fix for free in exchange for a copy of Hyper Gauntlet when it’s done, so all is not lost.

What does the near future hold? A fixed PC, that last bug shattered and a major announcement! Watch this space.

Breakout clone progress: a level editor!

Fans of Hyper Gauntlet, worry not! I’ve just about fixed MonoDevelop and will be able to fix the remaining bugs soon. Hopefully you’ll get a new version sometime next week.

Over the last week I’ve built a rudimentary level editor for my Breakout clone. You build a grid of empty blocks and click on them to fill them with different coloured ones. It’s simple, but it works, and it all saves to a binary file of roughly ~1KB in size. This means transferring them to and from a server should be easy. So look out for user-created levels in the future!

So here’s what an empty grid looks like.

Empty block array editor

And here it is with a few blocks in it.

Partially filled block array editor

Leading to an eventual pattern like this. Just type in a file name, hit “save” and you’re done.

Filled block array editor

The great thing is that the patterns don’t have to be filled. You can quite easily leave some blank sections to aid you pattern. Additionally you can make them as long as you want. This would be best played in a classical setting, but I aim to have a long-scrolling game type available, similar to how tower defence works.

I hope to have a more in-depth article for you next week, but I’ve been very busy working and playing GODUS. That thing is addictive!

PixelShit Wednesday Part 4 – Castle Exterior.

During a discussion on Twitter about how bad we all were at pixel art (or art in general) the idea was had to start a weekly… something where budding artists (provided they were terrible) submitted small, quick pieces of pixel art under the hashtag PixelShit. Pekka over at PrisonScape took the lead and regularly updates the PrisonScape page with each week’s challenge rules.

This week’s rules are:

  1. No size limit
  2. A building related to your tileset
  3. 32 colours or fewer

I spent a lot longer on my castle than I did on many of the other pieces I’ve made. This one, all told, took me about 2 hours to make. I tried my hand at shading properly this time, and I’m really happy with how it’s come out!

A pixel art castle in front of the moon

What do you think? I’m eager for constructive criticism or pointers. Got any links to great pixel art resources? Post them in the comments, and don’t forget to check out all the other great #PixelShit entries!

PixelShit Wednesday Part 3: Bar Lowered.

During a discussion on Twitter about how bad we all were at pixel art (or art in general) the idea was had to start a weekly… something where budding artists (provided they were terrible) submitted small, quick pieces of pixel art under the hashtag PixelShit. Pekka over at PrisonScape took the lead and regularly updates the PrisonScape page with each week’s challenge rules.

This week’s rules are;

  1. 16×16 or 32×32 tiles
  2. A tile set
  3. 16 colours or fewer

This one was a lot of work, and I don’t even know if it properly fits together, because the tool I’m using doesn’t support tiling the sprites you make. I assume it does, because the colours are similar, but who knows. My favourite two tiles in this one are the torch and the drain. I really love the colouring of the water going in the drain and the shadow under the flickering torch fire.

Pixel Shit Wednesday Dungeon Tileset

What do you think? I’m eager for constructive criticism or pointers. Got any links to great pixel art resources? Post them in the comments, and don’t forget to check out all the other great #PixelShit entries!