Spacey Farmers! The farmers in SPACE!

Yep, it’s time for a small but significant Space Farmers update.

With Tribloos 3 literally in the end stages of development (sorry it’s taken so long, but I hope you’ll all try it!) I can say that Space Farmers 2 development has, well, kind of started again.

We spent some time the other evening reviewing the tech demos that Rich has put together. Some of them are awesome fun! We’ve also been looking at some interesting Untiy assets and libraries we could potentially use to add some absolutely crazy nonsense into the game.

I think I can safely say we’re excited and terrified at the prospect of jumping into the deep end of SF2 development again. And I think anyone who’s looked at the Steam support forum can guess why.

Single word: Networking (is annoying)

So to give ourselves a break we’ve decided to make the game to use Photon PUN as a 100% solution. Rather than having it as a 3rd fallback option. This could end up being costly for us if things don’t work out. But getting people connected took up more than 50% of both our development and support time with Space Farmers 1. We just can’t drag ourselves through that again.

If you’re so inclined you can check out Photon PUN over here. We used Photon in the last game as, like I said, a 3rd fallback option. It was for if we couldn’t get the two methods of P2P connection working. It was also used for Lobbies.

In a way I always had a (ironic) chuckle* when someone would email us saying the servers are down. Because there were no servers in SF1. Aside from Photon which, as far as we could tell, worked 99.9% of the time.

The PUN system is built for Unity and makes use of the Photon Cloud network. It’s always felt pretty speedy and based on the traffic we had for SF1 we should be able to keep the costs down enough to keep the game running long term.

So this is why we’re choosing it as the new way forward.

Great, I think, so what’s next?

Once T3 is out of the door (at least for acceptance testint) we’ll be announcing more of a roadmap for where we’re going with the game. Along with a plan for regular updates for anyone who’s interested. We’ve got a ton of plans and thoughts but we also want to make this game for you as well as ourselves.

Okay, stay tuned as always. There’s going to be a bit of focus on T3 as we move into final testing/release so bare with us and we’ll have more SF news for you soon.

* THIS IS A LIE. I ALWAYS CRIED

Well goodness me. It’s been quite the adventure. Almost 3 years in the making (again I’ll talk about why in the postmortem) and many speed bumps in the road. I feel like I’m on the final stretch at last.
The Tribloos 3 Development Diary
I’m very pleased with the final result (generally) and I can’t wait to share it with the world. But first I have a few final tasks to take care of. Firstly here’s where we’ve gotten to this last 2 weeks:

– Further testing and bug fixing
– Sound Effects
– Scene transitions
– Conversation tweaks and changes (characters actually show some emotions!)

So I’ve been quite busy!

Previously it’s been awful for me to list out my remaining tasks. But now it’s not so bad. Check this out:

– Mac version setup (partially done)
– Testing and bug fixing
– Music for 5 areas, ending cut-scene and main menu (this is literally the only tough job left)
– Remaining sound effects
– Tutorial (I think this is my least favourite part of developing casual games)
– Final cut-scene construction (although all GFX are in and ready)
– Even more Testing
– Talking with portals/setting up distribution areas for the game
– Far more testing

So like I said the biggest job is the music. This is a bit of a problem because my work laptop which I use for development 4/7 days a week doesn’t have my compositional stuff on it. It’s a group policy thing which stops me installing it on here annoyingly.

I feel as if I need to lock myself in my home office for a week to get that part done. A tune a day shouldn’t be too impossible…urp.

There are a few other tasks that I need to look at but nothing which isn’t fairly straight-forward. I’ll try to cover as much as possible in the next couple of blog entries.

I still don’t haev

It’s been a good week! Here’s where I am:

Yes we’re on steam for the Beta finally!

This resulted in about 10 new bugs added to my development log in the space of 5 minutes. You people and your weird resolutions. Yes I’m talking to you DangerGerbil!

I’ve squashed most of the bugs already and made some cosmetic changes to the game but we’re only in the early days of testing now so I expect tons more very soon.

Otherwise the feedback has been pretty good. Soon we should be widening the net in terms of testing once these initial bugs have been sorted.

I’m not going to go into huge detail today, but I’ll give another update next week with how we’re getting on with testing. See you then!

On Friday the 13th Nintendo ballsed up their Switch launch event. They did so by focusing on things we already had and are bored of (motion control), introducing new things we don’t want (IR sensors) and forgetting that the device already has an awesome selling point – you can carry it around with you.

Add that to a very lackluster games line up and many are declaring it will follow the trend of Nintendo’s ever decreasing sales of home console.

I’d like to argue that this may not, and hopefully will not, be the case.
Continue reading “Nintendo Switch – What I think.”

Morning everyone.

We just wanted to quickly wish you a happy new year.

2017 Is shaping up to be very exciting for us. While some deadlines have been missed (by myself) we’re definitely on track for at least one new release this year. Also hopefully we’ll be letting you all in on a Space Farmers 2 engine test and news on future projects we want to announce later in the year.

Thanks for keeping up with our new blog last year. We hope you keep in touch in the coming months!

-The Bumpkin Bros

The Tribloos 3 Development Diary

Oops, well I missed last week’s entry because of being super ill for a few days. I’m back now and ready to share some of the development fun I’ve been having with The Tribloos 3.

There were many new features I wanted in the new instalment of the series. One of these was a return to more detailed “inbetween” story segments. I liked the comic book style of Tribloos 2 but it felt very flat and disconnected. While aware that this wouldn’t be a short job I still wasn’t prepared for the gargantuan task I was taking on.
Continue reading “Tribloos 3 – Development Diary Part 4”

Because it’s Christmas party season we’re not both available on Friday or Saturday this weekend.

Therefore Rich will be doing some crazy PS4 stuff on Friday night. I’ll (most likely) be playing a couple of hours of Deathwing and/or Paladins on Saturday night. Both will start around 10pm ish.

Follow our Twitch channel now ready for the weekend or for when it’s *not* Christmas party season and we’re both around!

You can also check out previous streams as we’re recording them all on the site.

See you at the weekend.

Today Andy reviews Amol Wagh’s book “Market your indie game like a pro” and compares it to his real life marketing experiences. You can get the book on Amazon via this link.

Can you market your indie game like a pro?

Marketing is a constant struggle for Indie Devs.

I’ve got my own views on marketing which are slightly opposed to conventional “wisdom” banded about the community. So when I was messaged directly on twitter about this book I thought I would compare it to my own experiences and see what matched (or didn’t).

Before I get started I will say I’m in no way stating I am some kind of marketing god. Clearly that isn’t the case. But Rich and I have been doing this for a few years. We know what’s worked for us and we know….we really, really know what doesn’t.

Also I won’t cover every chapter in “Market your indie game like a pro”, just the ones that stood out for good, or bad reasons. So, let’s get stuck in.
Continue reading “Review: “Market Your Indie Game Like A Pro””