16 February 2015

Project Plasma Mobile Info

Since PP Mobile is in the works I figured I'd post some info about what's coming. This includes things like device requirements and what you should expect.

First off, the OS. The game will be an Android-exclusive game that is compatible with devices running Android 2.3 Gingerbread or higher. The game won't use any fancy 3D graphics like many other Android games out there use, but it will still lag on some older phones. One of the devices I tested it on was a Samsung Galaxy Y. Not only did one of the weapons not work properly, but it also lagged immensely. I tested it out on a quad-core tablet and an octa-core phone however and both of those devices ran the game without any problems.

Device Specifications

If your device runs a dual-core CPU or above (aka most smartphones and tablets out there) you should be fine, hell the main reason why the Galaxy Y lagged is down to its low RAM and old chipset so even if your device has a single-core processor it should still run well if it has a competent chipset and a healthy amount of RAM. Here are some specs that I suggest, note that these are merely rough estimates.


Minimum Specs

1.0Ghz CPU or higher (architecture shouldn't matter - it should run it all the same)
512MB RAM
GPU that supports a resolution of 960x540 at least (although the display doesn't have to use this)
Multi-touch (at least 3-point)
Android 2.3 Gingerbread or later

Recommended Specs

1.0Ghz dual-core CPU (or 2.0Ghz single-core) or higher
1GB RAM
5-point multi-touch
Android 4.0 Ice Cream Sandwich or later


As you can see by those specs, all modern phones nowadays should be able to meet the above requirements. Most phones nowadays have dual-core or quad-core CPUs with the occasional octa-core device being sold somewhere. Multi-touch is a feature supported by around 99.5% of smartphones today and all modern GPUs are able to support at least 1920x1200 (the new Snapdragons can even go to 3840x2160 I believe, that's 4K HD for those aren't up on all the tech stuff) so that's certainly not a problem and I really don't think anyone in their right mind will be releasing a device with anything below 4.3, let alone 2.3 on now we have 4.4 KitKat and now 5.0 Lollipop.

The game will run at a resolution of 960x540 since some older devices have chipsets that can't handle anything much higher. The sacrifice that's been made here is of course the fact that the game won't look so sharp, especially on phones or tablet with larger screens, the Sony Xperia Z3, THL W300, or the LG G3 to list a couple of examples.

The Interface

The interface may be a little hard to handle on smaller devices (screen sizes lower than 4.5'' especially) but tablet and phablet users should have little trouble playing the game. If your device's screen is 5.0'' or bigger you should be fine. Most devices have screen sizes similar to this nowadays so most people should be fine, even if your screen size isn't this big you probably won't have much trouble playing it. Here is what the game will look like during gameplay.
Project Plasma Mobile running on a Medion Lifetab E7318 (Android 4.2 Jelly Bean)
Yes I know the photo is sub-par. It's only for demonstration purposes anyway. The arrows used to previously control your ship are no longer in use, you now control the ship by touching the playable area and moving the ship to where you want to go.

Weapon Changes

As playing a bullet hell shooter is much harder on a touchscreen device than it is on a PC or games console, I have made a couple of the weapons more effective.
  • Directional Cannon has been removed. This gun would be near-impossible to use on a touchscreen, especially considering the player controls their ship by touching the playing area on the device's screen.
  • The spread shot is now slightly faster in the mobile version. (It has same fire rate as the Trident.)
  • Plasma Shot's snaking path is now wider and it has a somewhat increased fire rate over the PC version, it also moves at an increased speed (8 as opposed to the PC version's 6)
  • Missile launcher ammo boxes give 50 missiles as opposed to 25.
  • Trident ammo boxes give 300 ammo as opposed to 150.
  • Spreadshot ammo boxes give 500 ammo as opposed to 400. (Due to the fire rate increase)
  • Side-missiles removed. (For now, they might come back later in development)
And now the enemy weapon changes
  • The purple shot bullets now deal 7 damage as opposed to the 5 damage in the PC version.

Pricing

I originally planned to put a price tag of £1.75 on the game, however as I want to release the game as a prototype idea first, I will be making it free. This will allow you guys you get a free game and I will be able to get feedback on whether a mobile Project Plasma is a good idea or whether it should be shitcanned. If a PPM2 is released though, that will likely have a price tag on it. It won't be too high though, most likely the aforementioned £1.75, possibly even a bit lower.

There will be no micro-transaction system of any kind in the game, the game will be 100% free. However because this is merely being released as a prototype, there probably won't be many updates for it except for a few bug fixes.

The good news is because this game will be free it opens up the possibility of putting in Google Play as it turns out the issue I brought up earlier in this blog about Google forcing you to put your home address and all that down only applies for paid apps I believe. This is something I'll need to do some research on though, more on that soon.

26 January 2015

Changes in the Pricing System

So as some people may have found out, the pricing on Project Plasma changed from £1.00 to $1.00 USD. This is due to the new system itch.io has put in place to counter the impact the new bullshit VAT MOSS system. However, because itch.io is based in the United States, this system limits me to only charging in US Dollars.

This is good news for you guys as it means you can get my games cheaper as the value of one US Dollar is less than that of one pound. (No offence intended here, this is just due to the currencies and shit) Before, someone in the states had to pay around $1.50 to buy Project Plasma, however you can now buy it for just $1.00 whereas someone in the UK just needs to pay around 66p (£0.66) to buy it.

Please note however that I don't know how long this will go on for, as if itch.io puts in a system that allows me to set the currency in their new payment method to a developer's home currency (in my case GBP) I will be setting it back to that simply because it's easier for me to handle for obvious reasons but it does mean you can get Project Plasma at an even lower price now, even if it may be just for the short run.

So thank you VAT MOSS, but fuck you VAT MOSS as well.

18 January 2015

Project Plasma v0.9.7 Changelog (Final Open Beta)

Well here we are. The very last open beta update for Project Plasma. While this isn't as big as the two giants that came before it (referring to v0.9.5 and v0.9.6) it does contain a few tweaks and bug fixes that I'm sure you'll appreciate.
  • Fixed bug in the shop where you needed to have 10 cash to buy Directional Cannon ammo despite the price being reduced to 5 in the previous update.
  • Tempest will no longer fire switch bullets in its second attack phase.
  • Repair capsule cost decreased to 5000. (Down from 7000)
  • Fixed Dynast's left wing being higher up than it should be. It is now in the correct place.
  • Dynast's immobiliser bullets during its sixth phase now fire every six seconds. (Up from every two seconds.)
  • Dynast's collision box was bugged on its sixth phase and onwards. This has been fixed.
  • Cursor now shows up on the intermission screen after the boss fight with Dynast.
    • Same applies for the intermission screen after the credits following the Heroic ending.
  • Thin lasers shot by the bosses Dynast and Crystalline now do 20 damage. (Up from 15)
    • This only applies to the mini-lasers shot by those two bosses, the larger, full size lasers fired by Equinox (as well as Dynast during its sixth attack phase) will still result in instant death.
As this is the very last open beta update for this game this is pretty much last chance saloon for those wanting to get this game at a reduced price! As you can imagine, v1.0.0 will likely be a very big update, possibly the biggest one yet.

Also another thing which I really should've mentioned earlier, I have now added links to the past changelogs for versions of Project Plasma (and any games I make in the future) as well as a link to a Google Spreadsheet listing any sales that you may or may not have missed. Go check those out at well if you're curious.

13 January 2015

Voiceless Postponed Indefinitely

1st January 2016 Update: This game has now been completely cancelled and is not going to be developed. This blog post remains up for archiving purposes.

The game project Voiceless I mentioned in the previous post has been indefinitely postponed. This is NOT a cancellation, the project will resume at some point however I have no idea when I will be resuming it. The reason why I'm postponing is because I have two titles coming up in March and I really need to get these done. These games being Project Plasma and its mobile cousin.

I promised you guys these games will come in March. PP v0.9.7 will be coming before March obviously, but PP Mobile will be released mid-March along with hopefully PP v1.0.0. As admittedly, not much work has been done on PP Mobile, and it needs to be done.

Voiceless is on the list though, like I said, it's been postponed indefinitely - not cancelled completely.

9 January 2015

Charlie Hebdo Tragedy-based Game Project

1st January 2016 Update: This game has now been completely cancelled and is not going to be developed. This blog post remains up for archiving purposes.

So anyway, I've been having trouble with PP Mobile as well now due to the fact that I need to re-download Android SDK which I haven't done yet. However, to sort of bridge the gap I've came up with another game idea which I will admit, isn't all that big, in fact it's likely to be about half the size of Project Plasma, but I feel it makes a very solid point.

The game is about the Charlie Hebdo tragedy a couple of days ago. The game's purpose is to spread awareness of the impact the shootings have had on the families and those close to the shooting victims. The game's title has not been completely decided as of yet but it will most likely be "Je Suis Charlie" or something along the lines of that.

This game will be completely free however you may make a donation if you wish since itch.io allows for people pay extra for a game if they think it looks good. I will not be pocketing all of this money for myself though and I will make sure it goes toward a good and charitable cause, preferably one that helps relatives of tragedy victims like this recover.

I will post an update upon the game's release, it should hopefully be out on the 13th, but hopefully it will be out sooner if possible.


UPDATE: The game is going to be called "Voiceless."Unlike Project Plasma and its mobile equivalent, it will be made in RPG Maker VX Ace rather than GameMaker.

5 January 2015

Project Plasma Development On Hold

So happy new year to you all. Hope you've all had a good 2014 and that 2015 has kicked off nicely.

That being said, 2015 hasn't kicked off all that great for me at all. My computer was recently upgraded which sounds good right? Well yes it is good, great even. However it came with a pretty nasty side effect that has hindered game development of Project Plasma v0.9.7 greatly.

Project Plasma was made in GameMaker 8.1, a now outdated and you could say obsolete version of GameMaker, however I still opted to use it due to the fact that GameMaker Studio (at the time at least) lacked some of the functionality that I needed that was in GameMaker 8.1, the best example I can give there would be the Execute Code function in the software's debugger which I felt was one of the most useful tools in GameMaker 8.1 when it came to debugging. (I mean seriously why would you get rid of that, go home YYG you're drunk.)

However, I soon began to witness GM 8.1's age and many of its downfalls which might not have been a problem a few years ago come into play. The very first issue being the fact that there were a large number of wav files stored in the executable itself which bloated its size considerably, resulting in massive RAM usage which was too much for the setup I had at the time to cope (I had 2GB RAM back then, I then upgraded to 8GB with Win7 and now I'm on 16GB with the latest upgrade.) As a result I had to figure out how to use external files for the audio.

Then there was the Windows 8 issue where Win8's half-arsed sound system couldn't cope when more than 3 or 4 sounds were played simultaneously in-game and when such a situation did arise, the game crashed. As a result I had to find another audio DLL. At first I tried one called Saudio which fixed the issue and worked well for a while, but then Windows 7 decided it didn't like it and decided to not play any sound (including music) that was dependent on the Saudio DLL. I then began making a switch to FMOD until I read up that you needed a license to use it (what the fuck seriously.) The last one I tried was SGAudio which works brilliantly and that's the DLL that ended the whole sound issue crisis.

There was also the pixel interpolation issue with Windows Vista onwards where the pixels didn't interpolate on any operating system besides Windows XP, however I didn't mention up there as it really isn't a big deal. It just makes the graphics look all pixelated when playing in fullscreen. Apart from that it really didn't bring any serious issues along with it so I left it out.

Anyway, I think the point here is, I need GM 8.1 to proceed with the game's development and I am currently having issues reinstalling it. GM:Studio has installed fine though so work on Project Plasma Mobile can go ahead, but the main version of the game has hit a standstill in terms of development so far.

30 December 2014

Project Plasma v0.9.6 Changelog

So Christmas (and my birthday) have both gone and passed for another year and I'm releasing another update to Project Plasma. This is update v0.9.6 and it focuses heavily bug fixes and tweaks. It also features major improvements to the game's Epilepsy Mode.

  • Audio bug fixed on level 15 where the game would crash during the boss fight with Davagon.
  • Various changes made to Davagon
    • The boss's silencer bullets no longer attempt to fire at the player (I'm saying attempt cos they always went is a completely different direction) and instead shoot diagonally. They also shoot at much higher intervals (1 every 15 secs down from 2 every sec.)
    • Davagon cash rewards quadrupled.
      • Davagon now gives 33000 cash. (Up from 8250, seriously it has 80000 health 8250 cash for that is just unfair)
      • Score rewards remain the same (9200)
  • Sprinter's jammer bullets now fire in a spiral due to the same bug that affected the Davagon's silencer bullets.
  • Trinity now has a multi-coloured explosion upon death. (Blue, Red, and Yellow)
  • Sawblade's explosion is no longer green.
  • Hellfire's outer ring, Davagon's turret, and Sawblade as a whole will now spin much slower when Epilepsy Mode is on. (Speed reductions vary)
  • Crystalline's death explosion is now blue.
  • Decurion will now fire immobiliser bullets in boss attack.
  • Tempest's switcher bullets now fire at a significantly reduced rate (shot interval octupled.)
  • Tempest now enters its second attack phase at 5000 health. (Down from 10000.)
  • Directional Cannon ammo now costs 5 cash. (Down from 10.)
    • Now you finally have a use for that annoying leftover 5 cash from killing that annoying enemy that has to give a non-round amount of cash upon death.
  • Switcher and jammer effect bullets now have their own unique sound effects.
This update was released in a hurry due to an imminent computer upgrade (which means I'll be away from the computer for around a day) and I was only able to test levels 1-23 so there may be bugs in levels 24 and 25 that I may not have covered. I'll be testing these last two levels after the computer upgrade and doing further bug fixes if necessary in 0.9.7. Also, v0.9.7 will likely be the final open beta before 1.0.0 which means that you've not got long left before the price goes up if you're looking to buy PP!

Also PP Mobile will be arriving on itch.io shortly in the new year as well. More than that in the next blog post!

27 December 2014

Game Development Timeline

I figured as I am currently working on my second game title (a follow up to Project Plasma, but still) I figured I'd post a timeline of what I plan on putting out. This timeline goes from September 2014 all the way to October 2017. All dates are in European format (dd/mm/yyyy)

All dates below are estimates or goals that I want get the game released by.

  • Project Plasma (23/09/2014)
  • Project Plasma Mobile (--/03/2015)
  • Mystery Game 1 (--/09/2015)
  • Mystery Game 2 (--/03/2016, most likely Project Plasma 2)
  • Mystery Game 3 (--/08/2016)
  • Mystery Game 4 (--/10/2017, this will probably be a particularly big one, hence the big time gap)
I am currently working on a graphical representation of the above timeline as well. Hopefully some of the game will be released sooner than the date stated above and if that ever does happen I will update the above list accordingly.

Work on PP v0.9.6 will start on the 29th December and I'm hoping to get it out before the new year. After that release work on PP Mobile will resume for a release in March. I will also be posting a few things about PPM soon for anyone who's curious about what's going on with it.

24 December 2014

Project Plasma Christmas Sale On Now!

As the title says, the Project Plasma Christmas Sale on right now. Save 50% on Project Plasma right now!

Not only that but the 26th December is my birthday, so if you wait til then, you can get an even bigger discount!

Anyway, I won't be working on PP or PPM for the rest of this week. I've just released a fairly big update for it (0.9.5) and I'm taking a break for Christmas. Work will resume on Monday 29th December on PPM and I'll be working on PP v0.9.6 in the New Year.

Merry Christmas everybody!

21 December 2014

Project Plasma v0.9.5 (Solstice Update) Changelog

PP v0.9.5 is a huge update. Bigger than any of the updates done previously.
  • More station debris added to Level X
  • More enemies added to Level X
  • Arachnid Mk2's central body now shoots bullets and rockets even faster and fires in bursts of six instead of bursts of five.
  • Player stats added to the main menu screen.
    • This includes things like the player's current score, cash and how many levels they've completed.
  • Fixing pre-Level X text to accommodate the level 25 boss's name change from the 0.9.1 update.
  • Fixed Orbital Mk2's name in the pre-Level X text (originally said "Orbiter Mk2" when it should've been "Orbital Mk2")
  • Tweaked a line in the pre-Level X text.
    • Also added a line.
  • Fixed Plasma Shot not showing up in shop. (This bug meant you weren't able to see the price of the Plasma Shot or how much you could buy in one go.)
    • For the record the Plasma Shot costs 300 for one shot.
As usual, the game can be bought here:
http://archangelatom.itch.io/project-plasma