Updates

Well, I’ve started on some new stuff recently. With Siege finally done, I can now work on more stuff that I haven’t been able to get focus on. I started a new project recently, I’ll try to say something about that a bit later, but its sort of private for now.

On some more notes, this game is going to show a bit more variety and graphics then I’ve done in my past. It WILL be a 3D game for sure, its finally time I got (back) into that stuff, but I’m still interested in writing 2D games.

Siege Released!

I’ve finally finished Siege! I would’ve added so much more, but I got fed up with Java2D so I decided to finish it right now without adding multiplayer. Here is the title screen:

http://i.imgur.com/erVw1Jg.png

The objective of the game is to keep at least 2 control points in your possession at all times. If you lose more than that, you automatically die. You also have 3 lives, so if you die 3 times, game over. Waves of monsters come, and in between waves you can do anything you want(restock on Sentrys or AGCs or recapture a point).

There is a shop in the north of the map. The 2 people sell stuff, and the robot is an upgrade station. To buy something, hover your mouse over it and press space. If it was successful you’ll hear a beep, otherwise you’ll here a explosion(I don’t know why).

The control point order is this:

2      1
   3
4      5

If you are on a bad computer, this game won’t run at all. I would’ve originally fixed it, but I don’t want to migrate all this stuff over to another library. If I get enough feedback and likes for the game however, I will add multiplayer and convert to libGDX! Vote on that please!

Anyway, I hope I’ve done a good job on this one:

Siege

If you want this game to be continued, just let me know and if enough people say yes, I’ll add multiplayer and more monsters and more features etc.

Feedback, criticism hate all accepted!

Siege releasing April 13!

Great(good) news! Siege is almost complete, and its releasing April 13! The spawning algorithm is complete, maybe I’ll add difficulties by changing the numbers up a bit. Multiplayer will be added in if I get a lot of attention to the game.

I’ve added everything I could do with my abilities in. I couldn’t get much effects in because I can’t do those crazy graphics stuff. Maybe I’ll learn it next time I make a game. Unfortunately, sound won’t be available either.

Here is one last teaser for Siege:

Last teaser

Android Development

I started Android development a few days ago to prepare for what I want to do after Siege 1.0 comes out. All I can say is its amazing. The UI controls are really flexible, and the XML layout makes a lot of sense. I think I’m going to be able to do something good with this.

I’m working on an application right now, I think it’s going to come out next weekend. However, it isn’t a game. ): I don’t think I should make a game that fast with Android.

- Agro

Siege Patching

I’m here with some good news! Siege 1.0 is almost complete, which means it will be released within 2 weeks. It will feature everything up to now, including better items, a working store/shop, an inventory, and a lot of monsters! If I’m hoping to reach my standards, Siege 1.0 will contain survival as well as domination, but I’m second guessing on domination.

Here’s an image of what we have 2 weeks before, its look much much better than a week ago:

Siege Pre-Release

I’m going to get rid of the drone control map probably, it takes away the attention from to game to controlling a fleet of drones.

After the 1.0 release, I’ll be working on multiplayer. That’s going to be a lot of good stuff. Plus, it’ll get the networking engine that I’ve been wanting to work on done for a long time. I’m going to be using it in at least 2 of my next games in a row, one of them being a desktop/mobile game, the other an MORPG.

- Agro