09.07.2015 :: Playin’ in the MUD
It has been an interesting last couple months, to say the least! I’ve gone back and forth far too many times between the whole custom AOA2 client vs. converting everything back to what one might consider a “standard” MU* text game. Both have their pros and cons. In the end, the MU* conversion won out. AOA2 is now back burnered while I continue to create new assets and convert old assets to work in AvensharMUD (current working title ). I’ll come up with an Avenshar related name for the game once I decide to push out a public release. I will say all is going very well, and I expect to have something for interested folks to play very soon!
06.07.2015 :: Megavaders 5000!
Sometimes, it’s nice to just finish a project. Between working at my awesome day-job and working on AoA2, I do try to code other projects. In this instance, that happens to be Megavaders 5000, a Space Invaders inspired, old school shooter. It took less than a day to implement the basic game. However, play-testing, tweaking, and adding additional polish extended the dev time quite a bit. Regardless, I am fairly happy with the end result. Furthermore, I plan to submit the game for installation on the Lexitron – a stand-up arcade machine crafted by the local game-dev group here in Lexington.
You can download Megavaders 5000 for either Windows or Mac from Our Games page.
Send comments, suggestions, and bug reports to: email@example.com
03.14.2015 :: Announcement / Update
It is definitely interesting how a project morphs over its lifetime when you have a very general idea where you want it to go. The AoA2 rewrite started out as an almost ‘pure’ text only MUD type game with an HTML5 browser based interface. That was not working out so well, so I decided to return to a Flash based client. Personally, I was not happy how that was turning out in terms of client performance and development maintenance. I’m not doing anything super crazy with the client — except for a line of site/fog of war/obscured overlay that is generated by the player’s current location and surrounding “walls” (or, things that block the players vision). Enter Unity3D. The AoA2 client is now a fully downloadable client that no longer requires the browser to run. And boy, do I like it. Unity allows me to build and/or change UI elements so much faster than I could do in either HTML or Flash. The performance of the AOA client on the user’s side is outstanding. Best yet, Unity will support whatever direction I take AoA in the future. All Goodness!
01.05.2015 :: It’s A New Year!
So a new year arrives and with it heralds the promise of change and betterment. The last three months have seen me over-seas assisting my brother in crossing the Atlantic on his sailboat. You can read more about that here: Hardly Anything Works
During that time, I gave serious thought to the future of AoA2 and where I feel it needs to go. It’s current direction, as stated previously, is quite interesting – I am quite happy with the latest minimap updates and UI layout. The one major change I am currently considering, though, is providing a downloadable desktop client. The current client is written in AS3 which targets the Flash Player. Other tools have been released in the recent years that make game development so much easier. Also, I had made earlier attempts to port it to HTML5 and was simply not happy with the results and the level of effort required to meet performance and aesthetic goals. If you’d like to chime on on the idea of a desktop client vs. a web client, feel free to send me an email: firstname.lastname@example.org