Rhys here. As you might expect, there’s not a whole lot happening in the Parabox camp. We’re busy bods in areas outside of game design, but we have so many ideas we can’t wait to put together and show you.. if only we had more time!
As far as programming and game design does go, however, the past few months has been a fun learning experience for me. Firstly, I was contracted to develop an ‘in-house’ educational game app, and have been spending most of my free time acquainting myself with GameMaker Studio to accomplish the task. This is the first time I’ve used GMS to build an iOS and Android app from the ground up (some of you may know that our game, Teka Teki, was released for iPhone many years ago – but this was recompiled and distributed by YoYo Games for the short window of time that they were offering such a service). Now in its final stages, I’m heaps more confident in building for these platforms, and this opens so many doors for Parabox Games when considering our future projects. I can’t show you the app I put together for copyright reasons. But trust me, it’s pretty cool!
reboot computing camp
A few weeks ago, I lead at ‘reboot’ computing and technology camp, running a workshop in Advanced Game Design. At , a group of secondary school kids get to learn some really cool stuff – programming, game design, robotics, augmented reality, you name it – and we also share the Gospel with them. It’s a real pleasure being able to use my experience in game development to educate, while also being able to share my faith.
In preparation for my workshop, I challenged myself to build an Asteroids game in one day, and have it functioning on desktop and mobile. It’s a simple Asteroids game with a shop where you can upgrade your weapon, armour, etc. The campers at my workshop were able to build a similar Asteroids game, as well as their own designed game. I’m thinking of finishing it off and releasing it as a free download here. It’s just a classic, retro Asteroids game, but it’s pretty addictive!
Caveman Craig 2 News
It doesn’t take a genius to work out that we’re a few years past our deadline for the Caveman Craig 2 DLC, Dudu Forest. Whilst there has been no development in recent months on the DLC, we are looking at incorporating more ideas into the DLC and making it even more worthwhile when it does come out.
For starters, I’ve been porting the source code into GameMaker Studio. We had originally wanted to do this when GameMaker Studio first came out, to release on Mac and perhaps mobile platforms alongside the Windows release. This never happened, for a pretty simple reason – when GMS came out, it just wasn’t powerful enough to handle some of the trickery I had to pull off to complete Caveman Craig 2. GMS has come a long way in the past 2 years, though, and I managed to get the game functioning 90% in GameMaker Studio – yep, that includes Windows AND Mac.
So will we see Caveman Craig 2 available for Mac anytime soon? I certainly hope so. But there’s still a lot of code that doesn’t work with GMS that needs to be completely rewritten. For starters, you can’t save or load, and the lighting engine is kaput. The sound engine I wrote for Caveman Craig 2 had to dance around the serious limitations that GM8 had in its built in sound functionality. Thankfully, GMS’ sound engine is brilliant, and most of this code is no longer necessary… but it still needs to be rewritten! So no sound yet, either.
Happy belated new year!
I want to apologise for the lack of communication over the past year. This post is largely to say – we are not dead! And nor is Parabox Games. But we are a small team who do this in our spare time – the chaos of life naturally sways our productivity.
Needless to say I feel pretty guilty that we have not posted much in just under a year.
While we keep the facebook + twitter feeds relatively active, the truth is not much is happening in the world of Parabox.
We’ve no excuse for the extreme delay in releasing our free DLC, “Battle at DuDu Forest”. Finding time amidst our already busy lives is extremely difficult. Sure we get an hour here and there, but when it comes to game development you really need to be in a creative ‘zone’ that requires mental space. Most of CC2’s development was smashed out in 3-5 hour marathons of programming, and finding that time nowadays is virtually impossible for both Tim and I.
The standalone version of the DLC is complete in the backend, but needs some art and sound assets. Once that’s done, we still need to put together a patch file.
And what of other projects?
Stadium Builder is still a project we are committed to, but progress as you might expect is also minimal. In fact, last year we had a mixup moving data to a new system and the project files were lost. There has been some progress in putting it all together again.
Additionally, Tim and I talk regularly about other project ideas. We still love video game development and yearn for more hours in the day to spend doing it. I am dabbling in a number of ideas to see which one is likely to really take off. Some are solo concepts, others collaborated with Tim. We of course will let you know here of progress in all our projects.