Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 28 Jun 2005
Offline Last Active Mar 31 2015 11:12 PM

Topics I've Started

Pioneers - turn-based survival/exploration RPG (New build: Sep 24)

20 June 2012 - 02:33 AM

Posted Image
Every journey begins with a single step.

Official Website

So, what is this game about? Well it's a turn based exploration game with some RPG elements where you lead a party of pioneers each with different professions, skills and attributes. You start out in a town where you first have to assemble your party from the tavern, plan out and buy equipment you need from the supply store and get yourself a ship. Or two. Then by conversing with different people you get quests, which may be to follow the steps of the previous explorers that never came back and find out what happened, find treasures, compose an accurate map, find contact with unknown native tribes and 'export' religion or simply be the first to disover a piece of the world. You do all that while surviving the harsh environments with seasons that change each bringing with them a different set of challenges, fighting wildlife and tribespeople, finding food and water and trying not to die of dysentery. With each part of the world you discover, you gain access to larger regions further away from home. It's not that you couldn't go there to begin with but you need more men and supplies, which means you need to collect more wealth beforehand.
What else can you do? One crucial, sort of, aspect of the game is communication. You see, when you encounter an unknown tribe you are not able to understand them because they speak an unknown language. All foreign communication in the game takes place in form of icons/symbols/glyphs that you have to decipher. To make the players life easier, animals and tribes both share the same system. When you see a wolf start to attack you and this certain icon appears over its head you better remember this, because when you interact with some tribes and the same icon appears, you know you better get out of there.
The game is currently very much in progress but check below for playable builds. The game uses only 4 colors. Different seasons have different palettes with different set of colors.

Posted Image

Posted Image Posted Image
Posted Image Posted Image
Posted Image Posted Image

(Click for full sized images)

Gameplay video from September 23:
Posted Image
To see the previous videos, visit my YouTube channel (If you like what you see, subscribe)

Posted Image

Latest version (Build 3, September 24 2012)

Posted Image Download for Windows
Posted Image Download for OS X

Previous versions:

Build 2 (2012-06-19)
Posted Image Download for Windows
Posted Image Download for Mac

Tech-demo (2012-05-19)
Posted Image Download for Windows
Posted Image Download for Mac

Posted Image

Pioneers is also on IndieDB with over a 100 watchers and 8000 visits. Become a watcher also and you get all the latest and greatest updates, screenshots, other media and downloads.
Posted Image

Occasionally my computer screen with literally some developments taking place on it appears on Twitch livestream (if you follow my channel you get an email notification when it comes online)
Posted Image

Some mentions of the game I've come across on the web:
PCGamer magazine news item. Woot!
Considerably lengthy summary & review (in German)
A indie game blog mention (in Russian, generated a lot of downloads)
First mention in an indie games blog

Slide Them Boxes (2d puzzle-game)

14 February 2012 - 02:59 AM

Hi guys and gals Posted Image

I wanted to let you know, that I just completed a game. It uses SFML for graphics and sound, and a little bit of libcurl. It took me bit longer than expected but that's sadly how it usually goes. But I'm very proud of this and really hope you enjoy it.

What's it about?

Well, it's kind of an old-school puzzle-game, where you control this little character on screen and he can push or pull colorful boxes. These boxes have to be moved onto a tile of the same color. Do so for all boxes and you complete the level. Sounds simple? Oh, no, not at all. As with games this kind, the further you get, the more difficult levels become. And you'd want to complete the level in as few moves as possible, for the sake of showing off your skill Posted Image

What does it look like?

In a nutshell, like this (click on the thumbnail to see full-size):

Posted Image

Posted Image

Posted Image

Where can I get it?

You can freely get it for Windows and Mac here

What else have you done or what are you working on?

I have a small website, that contains all my past and future projects. You can take a look at it here

That's it I think. Please try it out and let me know what you think Posted Image

Thanks and all the best,

Screen size for a multiplayer 2D game

08 November 2011 - 02:54 AM

I have an idea for a little tech-demo of a LAN team-based isometric shooter kind of game. I'm only interested in the concept at this point so I'm not putting much effort into this visually nor design wise. Once it's in any shape me and some guys at work are going to play test it. That poses a problem. There are screens of all sizes around here. My idea was to have the user scale the screen to whatever size he/she wants and then draw however much fits on the screen. BUT that's unfair during a multiplayer game, no? I mean, the larger the screen, the further you can see. On an 27 inch iMac you could see A LOT more than, let's say, on a 1024x768 screen. I like my graphics pixel-perfect so scaling art assets based on the resolution seems a little ugly to me. Also, scaling might mess up the isometric rendering. Or what do you guys think? How are situations like this usually handled?

edit: Or is this more about clever game design, so it wouldnt matter how much each player sees. The aiming eg. could still be limited to a small circle around the character?

Thanks in advance,

Couple of questions about my tracks

03 September 2011 - 07:29 AM


I've been working on my game for a while now and since I'm doing everything from programming and game-design to art and music myself, I thought I'd get an outside opinion on things. First of all, here's two tunes.

Flipping Burgers For A Living - The very first piece I wrote.
Musings Of A Disgruntled Busboy - I really like this one, I came up with a title and then decided to go along with that and write something that sounds a bit sinister.

I have a couple of concerns/questions:

1) Looking at the screenshots below, what do you think, does the style of music match the style of visuals? I know it's very subjective but I'd like to know. There are serious aspects to the game, like staff and restaurant management, contracts and recipes, but the story is fun I think and I try to put in fun things in the backgrounds and textual parts.So I tried making the music fun too, hopefully without sounding kind of childish. It's cartoonish, yes, but hopefully not childish.

Posted Image Posted Image Posted Image

(Click to see full sized)

2) I've been playing guitar in bands for 4 years now and I've really gotten used to writing "songs" with rather strict parts of verses, choruses, bridges etc. So I'm a afraid that my game tunes have the same thing going, they have quite separate parts and maybe that's not what you'd expect from a background music? Will it be distracting? Or maybe I'm worrying too much? As a one man project I know I can't get everything perfect but at least I can try to make things as good as I can.

Thanks in advance, I know there are very skillful and experienced people here in this forum :)

Take care,

Princess And The Banjo

24 June 2010 - 08:55 AM

Hey, GameDevs.

My first announcement here. Some time ago I finished a small game I did for a local game-dev community competition. The topic was "whatever" :)
I didn't actually start working on the game to take part in the comp, but I had a long and boring class so I decided to write some code. By the end of the lesson I had a small maze and player character moving around in it.

I can honestly say that the game does not excell in graphics nor the story, but it should be a fun small game none the less. I just wanted to make a small maze game. The main motivator was that I hadn't finished an actual project for a while. It's web-based, so no downloads, written in Java. Applets, yay.

It has 20 levels plus 1 bonus, if you manage to find it ;)

3 bosses!

If you at first find the levels boring or too easy, don't leave just yet, as it gets more difficult and interesting as you go. My logs show that the best player has only got as far as level 9.

The story is simple:

Once upon a time there lived an evil king .. yada yada ..

The king was so evil that he had banned all good deeds.

One caught doing any good was decapitated that instant. *Yawn*

Then one day, a princess wondered into town, singing happily.
The king was furious!

He had the princess arrested and thrown into the dungeon!

A local yokel, by the name of Billy-Bob, had had enough!
"The king has gone too far!" he shouted.

Not only had the king imprisoned the beautiful princess, but also taken one thing close to his heart - his banjo.
He wanted to save them both.

Billy-Bob wandered into the vast maze of halls in the castle.

Can you help him find the princess and the banjo?

I also implemented a simple highscore table, so try your best :)

All gfx and sounds are by me.

Click here to play

Thanks for reading this and playing! If you encounter any bugs or have other comments, leave them here.

[Edited by - Eigen on August 3, 2010 3:16:14 AM]