Slashware 2016 Rewind

2016 is almost over, another year of awesome indie gamedev work. Here is the story… stay tuned for the 2017 plans, coming soon!

There was, of course, a lot of time invested into Ananias for most of the year, and still no Steam nor iOS release… but that may change soon…

See also, 2015 Rewind.

January

day8

Participated on “Reddit Procedural Generation Monthly Challenge # 2 (Castles)”, creating a retro Ultima castle generator

Ananias: New version with gameplay and UX changes, tweaks on balance and player info popup.

February

queen

Ananias: Released new versions with better magic system, more explosions and bugfixes.

Also worked a bit on my Exult Turn Based Combat project, but didn’t manage to release.

March

20160313_225033-1

Participated in the 7DRL challenge for the 13th time with Rise of Kramora, my roguelike for Android Wear (and also Android phones)

April

Screen Shot 2016-04-15 at 10.39.59 PM

Ananias: Released a new version with tactics settings, mobile UX tweaks and lots of bugfixes

May

1.74.1

Released a new version of Ananias with new equipment slots and the corresponding items to fill them (helmets, shields, gauntlets, boots, pants) and more UX enhancements

June

battle

Released EXODUS: Virtual Dungeon Simulator, after my adventures on Britannia.

I also released my google maps powered Pixel Westeros Map and a short story and retro map related to my journey in Castleton.

July

stage2

Released Lorenzo, a game about a bull who flees the bullring to save his mother

Ananias: Released a new version with lots of new items, enhancements on keyboard UX and more.

August

CowD1t8WcAAAfNe

Released Cat Cafe for Web, Android and iOS

September

20160917_130158

There were no major releases in September, it was kind of busy with boring stuff but I also flew to San Francisco for the Roguelike Celebration and met awesome people. Development-wise I did most of work for Ananias release to be done in October.

October

screenshot_20161023-021249

Worked in my geolocation monster training game, still unreleased. More info to come about it soon.

Ananias: Released a new version with gameplay and UX enhancements, in game manual, conduct tracking, tombstones and more.

November

entrance

Ananias: Released two versions including idle animations for players and monsters and more usability enhancements (as well as the return of the “portrait” mode for mobile)

December

roguelikeone3

Released ROGUElike ONE, an adaptation of Rodney themed on the Star Wars universe, more specifically the newly released ROGUE ONE film.

Ananias: Will release v1.79 with more animations, character creation, changes on portals and more, in anticipation for Jan 2017 steam release.

Slashware 2015 Rewind

2015 is almost over, another year of awesome indie gamedev work. Here is the story… stay tuned for the 2016 plans, coming soon!

January

new3d

The year begun with heavy Ananias development, while a funding campaign was running (raised a grand total of 63 USD) the web backend for the online functionalities was being implemented and the game appearance changed greatly with a new perspective. I also briefly worked on the slashbot, an interactive storytelling app which I didn’t work in further.

February

fellowsh

The online features for Ananias were finished, along with enhanced tilesets for some locations by Mark Honnor. With this, the Fellowship Edition was released, marking the first time where a paid version of Ananias could be acquired; this initial Fellowship Edition allowed access to the online features.

I also started working on LUNE, but didn’t manage to work much more on it during the rest of the year.

March

stygyan12-a

I worked mostly on my entry for the 7DRL challenge, Stygian abyss, along with Exodus Destiny Dragon (a.k.a. jucarave). I was very happy with the results, although we didn’t get much attention. No further work was done on it.

The game is a 3D first person dungeon crawler with huge randomly generated levels.

April

screen-shot-2015-04-29-at-9-34-40-pm1

For Ananias, the Steam greenlight campaign started. The Desktop packages for Windows, Mac and Linux were also implemented and released on itch.io, IndieGameStand and GameJolt.

I also had my first contact with hardwarish things during Ubidot’s IoT day, where we build a home automation system.

May

screen-shot-2015-05-25-at-11-44-57-am

We had a very successful sale on IndieGameStand, as well as the news of being greenlit in Steam at the same time. The game was also approved for distribution on Desura but that was short lived since the service went down (sort of). All in all, lots of people got to know the game on May.

A big change was made to the Fellowship Edition adding 2 new classes (Slayer and Barbarian), with the online features being included into the standard edition, while the desktop edition continued evolving.

June

screen-shot-2015-06-13-at-2-35-26-pm

Ananias was rejected from GoG.com, but the road to making it more useable started with lots of work put on user experience. We also started the production of the trailer. I also did a talk a the local Comic-con discussing the game development.

July

While the efforts to continue polishing Ananias gameplay and user experience continued, and a test iOS version was created, I also worked on two smaller projects on July.

I challenged myself to create a Roguelike in a tweet, this is the game I’ve made with the smallest source code, beating the previous 1KB roguelike, LUCK.

I also updated misilleta.com to create flower arrangements from pictures.

August

I launched a more ambitious campaign for Ananias (2000 USD target with stretch goals). Also continued working on gameplay enhancements for it including new monster abilities, and toyed around a lot with technical stuff for the Android version, going back and forth between plain Cordova and CocoonJS

September

This month was pretty busy; I created the first version of the KnightsWatch, inspired by a cool real-life luxury watch. This was the first time I released a native Android app.

I also revived the Savage Empire SNES translation project, advancing greatly on the script extraction phase (that phase is almost finished).

Another thing I did was creating a short tutorial for a multiplayer real time strategy game using socket.io. That’s the foundation of the Kingdom of Elias project.

Finally, major changes to Ananias were introduced, including having monsters chase you from other rooms.

October

A whole new User Interface made specially for mobile was developed for Ananias. It was quite a bit of work.

November

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After having the idea rolling in my head for long enough, I developed and published the PixelWorld watchface for Android Wear.

December

A new magic system was added to Ananias, adding lots of new strategy and tactic elements.

2014

Here’s the account of the projects that were worked on 2014, the first year after the destruction of the second Slashware Fortress.

january

January saw some short development for the still very alpha PX2 engine; it remained inactive through the remaining of the year, although the Pixal spritework ended up being used on another projects.

flappy

Not much was produced on February, however knowledge was gained on Phaser.io and Object Orientedish JavaScript for game development, which would prove useful through the year. And yes, a Flappy Bird clone was created.

march

As with every year, development was revitalized with the yearly 7DRL challenge. March saw the development “The Tablet of Ananias”, a HTML5 game in which I focused on accessibility for tablets and smartphones, much more would happen with it afterwards. There was also some incomplete work on ArcherFire, trying to simplify it and make it a more streamlined experience.

april

Two projects were started on April: BrazilAlbum.com and the DND1 remake, which was an entry for a programming challenge.

BrazilAlbum.com was a JQueryMobile + JSP app for the world cup, which in the end failed to acquire a big user base, but was a good exercise on designing UI for mobile screens.

The DND1 remake was also a good exercise… on patience! it was about porting an ancient BASIC game into JavaScript. The most fun part was maybe creating JSTTY, a library to simulate the display of teletype games which I released as open source. I ended up as a runner up of the programming contest with DND1; the contest’s rules were not very clear and I think I was closer to the original game than the winner (which I thought was the main criteria, being as close to the original as possible without adding new features), however the biggest prize was being able to interact a bit with Richard Garriott, the creator of the Ultima Series.

may

May was a mixed bag: DNDX, an enhanced version of DND1, was created just for fun, and more features were added to BrazilAlbum.com. But more importantly, the development of The Tablet of Ananias was resumed, and it’s name changed to just Ananias. Work made on this month would eventually allow the game to continue evolving.

june

In June, the first crowdfunding campaign for Ananias was launched, and a lot of work was done on the game. The campaign would eventually fail, but it increased the reach for the game and allowed obtaining lots of useful feedback for the continued development. The cleanup of ArcherFire continued through this month as well.

july

The second crowdfunding campaign for Ananias was launched in July. Under it’s umbrella development continued fiercely, CircularJS was also created as a result of the need to serialize the game data for saving games. It’s a small open source javascript library which can be used to serialize and deserialize cyclic javascript object networks.

august

Development of Ananias continued in August after collecting the results for the second crowdfunding campaign; the goal was not met but the partial funds were helpful to pay the artists (musician and pixel artist) for their efforts. The development of Britannian Underworld was also started by Exodus Destiny, and some work was made on level design as well as organizing the art pack.

september

September was basically huge amounts of work on Ananias; It was also the month with the biggest % growth on active user base on Android after it became public, jumping from 474 to 2572. Sadly, Britannian Underworld’s development was frozen due to not having a pixel artist to draw animated sprites for the monsters.

october

In October, Ananias hit the 10.000 downloads mark on Google Play, and heavy work continued on it. Some painful infrastructure changes were also made, having Slashware Interactive become my brand for finished games and Slashware Software Solutions grouping my currently dormant business software efforts. Slashie.net became the cool kid with the long list of projects and this blog. Some artists from TigSource.com were also contacted, hoping to revitalize the development of Britannian Underworld.

november

Ananias continued growing in November, hitting the 20.000 downloads mark and gaining new features that made it a more complete experience. For Britannian Underworld, the design for the first level was mapped into the engine.

Closing the year in December, more work on Ananias and the beginning of a new project: Lune, of which not much has been disclosed but which is being worked together with Exodus Destiny and Oryx, hoping to bring some cool oldskool fun. There was also some work done on a IRC bot for story telling along with some friends at work, namely the slashbot.

2014 1st semester wrap up

This is some of what I’ve made on 2014 so far for Slashland

Ananias

A multiplatform straightforward roguelike (game). Check it out

Debris into the temple ruins
Debris into the temple ruins

Started as my entry for the 7DRL Challenge, successfully made a completely playable game, then went on to continue polishing the user experience, finally jumped into an IndieGoGo campaign to fund its completion. It’s still running but is unlikely to complete. Have had fun doing a roguelike, learned a lot of JavaScript and Phaser.io, put Denzi’s pixal spriteset into real use.

Future: Finish developing the goals stated in the campaign.

ArcherFire

A social space shooter. Check it out

Version 0.40

Went on a rampage to remove all unfinished features and turn it into a more fun and balanced game.

Future: Do the final tweaks, reenable payments

Brazil Album

A virtual figures album for mobile browsers. Check it out

Screen Shot 2014-05-16 at 8.26.48 AM

Went from being a pet project to me trying to market it through social media, mainly facebook. Did Ad integration with appia hoping it would bring some revenue (it didn’t).

No future.

DND1 – DNDX

A remake for one of the first computer RPGs. Check it out

Advanced UX
Advanced UX

I participated in the DND1 contest launched by Richard Garriott to port an old game to JavaScript, was fun, still waiting for the results, sprung forward JSTTY. DNDX is my own enhanced, not so high fidelity version.

No future.

JSPWD – MyPassword.co

Generates passwords based on the site and a passphrase. Open Source. Check it out

mypassword

Small project based on an idea given by a workmate. Has been useful for myself for now.

Future: Adding a simple DB backend to store people’s site list

JSTTY

A fancy javascript display emulator for teletype devices. Open Source. Check it out

Astonishing GFX!
Astonishing GFX!

Made it for my DND1 contest entry but it’s generic, use it to create old fashioned games.

Future: None

Pixal 2

A passive time game, actions take real world time in parallel to all happening in the fantasy world.

Flipped pixal
Flipped pixal

Carry over work from 2013, did a bit work on this on January, didn’t manage to deploy publicly.

Learned quite a bit of JQueryMobile and put some pixal pixelart into use.

Future: I don’t really know…