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Voxterium : Revision

Picardy Third’s first official project is called Voxterium : Revision.

My first entry in Ludum Dare was a small little arcadey shooter called Voxterium. It was a blast to develop, and the feedback was overall pretty good.  I finished in the top #50 overall (number 48 to be exact), and placed in the top 50 in 3 other categories.

The reception coupled with the fact that it’s about the perfect sized project for an initial release, has made me push everything aside to work on the sequel.

Introducing : Picardy Third Entertainment



Well, I went ahead and done it.

Picardy Third Entertainment is now an official game development business.  Yay!

I’ve been playing games all my life, and I’ve been making games now for about 10 years.  By “making games”, I mean I’ve been creating simple little 2d toy games and creating little learning games for my children.  Over the last two years I started to get serious and began hundreds of ambitious projects that never went anywhere.

This year, I’ve commited myself to finishing some projects, and to actually establish myself in the industry that I love so much.  This company, and this website are the first steps in making that a reality.

Alright… can I go and make some games now?

Voxterium – Work Continues

My continued work on Voxterium has been going on nicely.  I’ve been infected with plague the last few weeks, but have managed to work quite a bit on it. 

There still is some cleanup and optimization to do, but the biggest part of my focus has been on the balancing act.  I’ve completely overhauled the powerups, weapon damage and reproduction rates.  I’ve added new attacks that the enemy can throw at you.. laser beams and turrents that are placed are a few.  

The Recursive Power up is particularly nice…

I’ve done a bit of graphical work… some post processing effects, particles, texturing, etc.  Just to get the base code in.  I plan to revisit the graphic side when I’m more in the polish phase.  Still a lot of work to do there.

I’ve also implemented a system of levels.  So instead of mind-numbingly shooting at a thing that won’t die, there will be multiple things that will die.  I’m trying to decide if progression will be based on designed levels, or generated levels. Right now its a little bit of both.

I have also added in the much asked for mouse sensitivity sliders.  As well as keyboard and controller support. 

I have a couple tid-bits I want to add in the next few days.  Hopefully after then I will post a video of the new improvements.

Ludum Dare 22 – Results are in

The Ludum Dare results came in for Voxterium.

Coolness  – 100%

#48 Overall – 3.51

#19 Innovation – 3.85

#31 Fun – 3.47

#39 Community – 3.56

#80 Audio – 3.18

#154 Graphics – 3.28

#196 Mood – 2.82

#324 Humor – 1.86

#554 Theme – 2.05

I could throw a big wall of text at you going into more detail, but the truth is, I couldn’t be more thrilled.

You should play it.  

A New Focus

I’ve never been one to really acknowledge the start of a new year.  It just so happens that this is occurring around that time of year.  Ludum Dare is behind me (still rating away though), and the Christmas holiday is over.   Things are slowly coming back to normal, and it’s time to take a look at where I’m at with this whole game development thing and see where I want to go.

It seems I have limitless amounts of game ideas.  That’s never been a problem.  Once I start filtering these out based on certain criteria…  my complete lack of resources and time, my skill level, my horrible art skills…  the list goes down to four.  Four projects I have been working on the last year that couldn’t be more different.  A person that works on four projects at the same time makes progress on none. 

To make things a little more complex, my Ludum Dare entry turned out a lot better than I expected.  Since I submitted it, I have been debating whether or not it is an idea that deserves some investment.   Sparing the unlikely reader the depths of my thought processes, in the end I decided to move Voxterium to the top of my list and see what comes of it.

I’ve spent the past few days back in the code, to clean it up.  It turns out if you do enough things completely wrong, in the end it turns out to be right.  After a lot of somewhat significant changes, I believe I am back to a spot where the game works the way I submitted it, except this time everything is working the “right” way. 

The todo list is significant.  But on the other side, I now have a single project that I can commit to.  I’m hoping that logging this here and via twitter, I can keep myself focused.  

LD22 Release – Voxterium

Well… Ludum Dare ended a few days ago, and I think I’ve finally recovered.  It really was a blast, and look forward to doing it again.  

My project was called Voxterium

It’s essentially a shooter where you’re trying to take down an enemy that just won’t stop growing.  

Reception to this point has been very positive.  Comments received thus far have been great.  A lot of the suggestions made are valid, and I can’t not like that.  I’ve saw my game on a couple review lists… and even caught a tweet or two about it.  

There is some negativity that has centered around the theme ‘ALONE’, and how my game applies to it.  I tried to incorporate the theme through the game’s story… which is essentially the story of someone charged to manage a hopeless situation by themselves, until help arrives, which doesn’t.  One of my failures is delivering that message clearer.  But in reality, if that’s the worst criticism I get, then I’m thrilled.  

Ludum Dare page for the game is here.

My devoplment Journal over those 48 hours is here.

A video of me playing the game can be found here.