Parthon Software

Have fun, Play hard.

Ludum Dare 17

Posted by Parthon on April 24th, 2010

So LD17 starts with the theme of ‘Islands’.

Yarg, it’s never a theme I already have an idea for. After 2 hours of brainstorming I decided to start work on the populous style game I planned to make.

So, 48 hours to make it. This should be fun. :)

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Space Fortress Progress 6

Posted by Parthon on April 1st, 2010

“Space is big. No I mean really big. No I mean really really really big.” - Jack Finn, Space Hippy

So last night I finally solved the slowdown problem. It turns out that the game just needed some compiler optimisation and debug mode prevents that. So in release mode the game runs smoothly even on really big maps. I’m stoked.

So here’s a big map to gawk at.

Space Fortress Big Map

With that solved I think I’ll work on adding more to the game and smoothing out the pathing and jobs system. Before I do that I need text and a small UI.

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Decisions

Posted by Parthon on March 30th, 2010

So recently I compiled all the games ideas I’ve had into a list. I ordered the list by “awesomeness” and three games came out on top: Randor - a Zelda style game, Trepidos - a Metroguevania, and Space Fortress. These will be the ones I will focus on for the near future.

I also started playing Dwarf Fortress again with the pending new release, and playing Dwarf Fortress makes me want to work on Space Fortress, so I did. I’ve been making a lot of progress, especially on the engine side of things, but there’s always a lot more to go.

Good new though, I recently just gained a whole lot of free time, so most of that will go towards working on the games. Mostly Space Fortress for April, so stay tuned for updates. So far I’m just reworking the graphics components so I can get it up to speed. The goal is eventually to allow an area of cubes 256×256x256 in size, or larger.  It’s quite a huge goal though, so right now it’s just trying as hard as possible to get it working as fast as I can.

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Long Absence

Posted by Parthon on February 9th, 2010

So I’ve been gone for a long time, and lots of stuff has happened.

Right now I’m developing a PCG Exploration Platformer, codename: Metroguevania. It’s going quite well and I’ll have more info about it soon. There’s a lot to talk about, post about and generally give information about. I’ve gotten back into Game Development again in a big way and I don’t plan out on burning out quickly like I normally do.

Just for a quick summary:
Space Fortress is on hold. It got too complex for me.
Sim Cavern was made for Ludum Dare 15. It’s playable and reasonably finished, but to actually turn it into a fully fledged game would take alot more work.
Metroguevania is coming along quite nicely. There will be lots of screenshots and PCG discussion.

That’s all for now. Go play some games.

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Space Fortress Progress 5

Posted by Parthon on June 6th, 2009

“To know where you are now, you have to know where you have been.” - Jake Krippin, Master Astrographer.

Woohoo!

I reached a major milestone in my development today. I have pathing and tasks finished today, so colonists don’t just wander around any more; they do the jobs that need to be done, and quickly too. As one of the complicated cores of the game I’m glad I have a system in place, now I can get on with the other more useful stuff. No screenshot today, nothing interesting to see, it was all ‘under-the-hood’ stuff.

Next on the agenda is colonist construction, transport and workshop use.

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