Archive for the 'Games' Category

And the next game weapon I design is…

April 18th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

the one that gets the most votes below!
[poll id=”3″]
Got a good one that I havn’t thought of yet? Let me know below and I will add it!

UPDATE: Voting is now closed! Looks like it was a 6-way tie! I have decided to deal with this by designing 3 of them, the Gravity Bomb, Fire Bomb and Friction Bomb. Check out their debut in Cannonade 0.5.7!

Introduction to Cannonade

April 2nd, 2011
Spencer Nielsen Follow snielsen42 on Twitter

Even though many of you already know about my current project (I have also written a few blog posts about it) it is time to officially announce it and give it a quick introduction. The first project that I have chosen to work on since going indie again is an iOS game called “Cannonade”. It is a turn-based physics game with an emphasis on multiplayer and creativity. So far I have the core engine up and running. I have chosen to use the Bullet3D engine for physics simulation because of it’s general support and stability, iOS support and iOS performance. The rendering and effects engine, UI, networking engine and everything else I am writing from scratch myself. I am basing enough crucial functionality on iOS specific components (like UIKit and Game Center) that I can say with good confidence that it is going to be an iOS exclusive (although some parts of the engine may make it to other platforms). It is currently in early Alpha and there is a lot of game design and asset creation left to do. Things are still very malleable and everything is still placeholder (please keep that in mind when playing test versions and viewing screenshots 😉 ). I have a comprehensive testing plan, work schedule and timetable which I am hoping will ensure that Cannonade becomes a polished, high quality product by the time it hits the App Store.

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Help Name My Game!

February 8th, 2011
Spencer Nielsen Follow snielsen42 on Twitter


Testing out some new explosive weapons in the editor.

So after a month and a half of heavy development I am almost ready to unveil my game to the world and start alpha testing! There are just a few things that need to happen first though, the most important of which is that I need to find a name for this thing!

This game is a creative 3D physics game in which players take turns trying to destroy each other’s fortresses with different weapons and strategies. Players need to be clever in their choice and use of weapons, strike a balance between spending and saving resources, and have a pinch of luck to succeed. Players can even take their game to the next level by creating their own castle designs and pitting them against their friends.

Thematically I have been thinking that I want it to have a light-hearted, silly and fun tone to it but also have tons of big explosions and loud weapons.

So what should such a game be called? (pick up to 5)
Got an idea for name? Let me know in the comments!

UPDATE: Voting is now closed. I have decided to go with Cannonade! Thanks for your input everybody!

[poll id=”2″]

Determinism in Games

January 28th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

One day while I was hard at work a couple weeks ago I hit a really difficult technical snag. I stood up from my desk, let out a sigh and declared to the other person working in the office that “I’ve lost my determinism!”. He then inquired how I had lost my motivation while visibly wondering if I had used the word correctly. Although I had hit a significant roadblock, my determination to overcome it and make progress on my game was higher then ever. The “determinism” of my game however, had been lost. Now I needed to take it back.

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The Number One Problem With Game Center

January 10th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

The biggest problem I see with the current implementation (iOS 4.x) of Game Center is that there is no way for Game Center users to authenticate themselves to 3rd-party servers. Let me explain from the top. Game Center is Apple’s new games oriented social network and infrastructure on iOS devices. It has a lot of great features like leaderboards, achievements and matchmaking. Once a user creates an account on an iOS device they are perpetually signed in at the operating system level. This is great because it means that all existing and future Game Center games can take full advantage of its features, social connectivity and never have to make users create an account (users HATE creating new accounts) or even sign in again (unless of course they explicitly sign out). From the game developer perspective, Game Center is really awesome. There are a lot of developers (myself included) who do not want to have to:

  • Create a complete login infrastructure
  • Store and handle people’s passwords safely
  • Figure out some sort of account confirmation
  • Implement password recovery
  • Encourage users to start building YET another social graph on your service/game
  • Handle other support related support requests

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Going Indie! (again)

November 16th, 2010
Spencer Nielsen Follow snielsen42 on Twitter

The entrepreneurial itch has gotten me once again! After nearly five years with Apple I have decided it is time for a new adventure! In many ways I think I prefer to be the big fish in the small pond. As far as the startup life is concerned, there has already been so much said by so many that I don’t think I have anything particularly insightful to add other than that it is indeed an absolute rush.

The first time I went out on my own was right after college. For two years I developed an extensible 3D interface framework and window server called Vision. It is no longer in development but you can still check out material on it in the Archives (I might get a patent out of it yet though). Even though things didn’t turn out like I had hoped, I still wouldn’t trade that time for anything! I learned a TON during that period of my life in all sorts of areas. The technical skills and business knowledge that I acquired during that time have proven to be invaluable in everything I have worked on since. The lessons I learned have also shaped my plans for this next go around.

The first thing I decided to do this time was to start small and build up. I am going to attack small problems/projects with the goal of getting some sort of sustainable revenue quickly. These small projects are the kind that one person can bring to market by themselves. Because of the small scale I also plan to not seek funding and bootstrap everything myself. That way there really is nothing standing in the way of getting a fully finished product out the door other than my own skill and effort. Hopefully I will be successful enough to bring others on board and attack progressively bigger problems.

I have already laid the plans out for my first project which will be introduced in a future post. I will say that it is an original iOS game like nothing currently in the App Store today. My plan is to take this first month to code up what I would comfortably call a playable alpha and start organizing a testing community around the game. Apple has made such compelling and easy to use development tools/frameworks that it is going to be a joy to dive headfirst into iOS development full-time.

I also plan to regularly document my progress and efforts here for anyone who has interest in independent software development. I know that I particularly enjoy reading about the experiences of other indie developers out there. Got any advice for me? Let me know in the comments!

Neo Geo cart hacking is still alive and well

October 16th, 2010
Spencer Nielsen Follow snielsen42 on Twitter

A couple of years ago I wrote an article called Neo Geo Cart Conversions which detailed a cool hobby project that involved turning a Neo Geo game called Metal Slug from an MVS (Arcade) version cartridge into an AES (Home) version.  The primary reason for performing the conversion was to save the thousands of dollars it would take get a hold of an authentic AES cartridge and experience the original game at home legally (plus, doing the actual conversion was tons of fun!).  A few years later I decided that it would also be fun to do a write up of my experiences and share my findings for others to enjoy.  Over the years people have occasionally emailed me about the article with compliments and questions about the article.  It has also been especially satisfying to hear about people who have successfully performed their own Metal Slug conversions by following my article.  So far there have been four people that I know of who have done so, the latest of which is Akira Van who sends this image of his finished product:

It just goes to show that despite the end of officially produced Neo Geo carts, the wide and cheap availability of Neo Geo games in virtual console/compilation form and essentially the entire video gaming world moving on that there is still a vibrant and thriving community of enthusiasts and hackers dedicated to this great platform.

Caster HD for iPad is on the App Store!

April 1st, 2010
Spencer Nielsen Follow snielsen42 on Twitter

One of the best third person shooters on the App Store is now on the iPad! Get Caster HD now in all its high resolution glory!

I am seriously excited for the iPad! Hopefully I will be able to get a hold of one soon and check out what may be the future of personal computing.

Caster for iPhone: A Postmortem

October 31st, 2009
Spencer Nielsen Follow snielsen42 on Twitter

My good friend Mike has for many years had a pet gaming project called Caster which he has worked on in his free time for graphics experimentation and his own entertainment. And for almost as many years I have been working with him to port it to various platforms such as Mac OS X and iPhone OS (as of this writing I am currently poking around with a Dreamcast build of Caster). Recently Mike gave a presentation we co-authored called iPort: How to Bring Any C++ Game to the iPhone at the GDC Austin 2009 iPhone Games Summit based on our experiences with porting Caster to the iPhone. Even before the GDC presentation Mike and I thought it would be cool to write a postmortem on porting Caster to the iPhone. At the time we thought we could turn it into a blog post or web article or something. After being accepted into the iPhone Games Summit at GDC we adapted a lot of the notes and material that we had produced for the postmortem into the presentation slides. The presentation went well and the slides were jam packed with a lot of good tips and tricks for both iPhone porting newbies and experts alike. However, I thought it would still be fun to use the original material to organize a story-like postmortem.

Caster 1.1 for iPhone is out!

October 5th, 2009
Spencer Nielsen Follow snielsen42 on Twitter

After a long time coming, Caster 1.1 for iPhone was released about 2 weeks ago to the App Store. A lot of care has gone into listening to feedback and deciding what can be addressed now. It is a really nice update that should be a delight to existing customers and more enticement for new purchasers. Changes include:

  • The first three levels of Episode Two are playable.
  • Caster theme music cover by Mega Ran.
  • Controls tweaked to fast-paced shooting perfection.
  • Customizable draw distance (for people with the new 3GS or iPod Touch).
  • In game menu re-arrangement (to avoid hitting menu buttons inadvertently).
  • Tweaked visuals like the lifebar.
  • Small gameplay tweaks.

We learned a lot at GDC Austin 2009 about iPhone optimization, development and marketing strategies so be on the lookout for more updates in the future with improvements with regard to both technical aspects and content.

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