So what’s been happening in Space Farmers 2 development? Both nothing at all, and an awful lot at the same time.

Confused? I certainly have been. Allow me to explain.

Steve and Thomas looking slightly green

After initial development with Unity, which we used to develop SF1, we decided that we were going to try out Unreal Engine instead – and we’re sticking with it.

Why change?

Firstly this is nothing against Unity – which has had a hard time of it lately with people blaming the engine for the amount of dross on Steam. We love Unity and without it we wouldn’t have created some of the games we have.

However, as we’ve written before, the hardest part of SF1 development was the networking code and as Unreal is built for multiplayer the benefits soon became clear. Just testing networking in Unity meant you had to create a build, run the game (twice), join the games together and find your code doesn’t work. In unreal you pick a number of players – hit play – and the games start.

So for the past few months I’ve been working though tutorials and working out how we’re going to do what we want to do in Space Farmers 2 using Unreal. It’s been an experience – but not entirely unpleasant.

The Tribloos 3 Development DiaryIt’s time for one of my last Tribloos 3 – Development Diary Updates for The Tribloos 3 – that’s because it’s in final (bumpkin based) testing!

What’s happened since the last update?

We’ve been through a couple of very small alpha testing phases and have identified a whole bunch of issues! Then I spent almost 2 months finishing off the OST and the sound effects. Gosh that was quite a bit of work…

But it’s sorted now – with one exception. I’m hoping I can do something special for the ending song but more on that another time.

I’m aiming to have nearly everything in place to send over the BFG before the end of next month. This is still waaaaay longer than I’d hoped. But I think the important thing is that I get this finished and out into the world in a decent state that I can be proud of.

So what exactly is left?

I’m doing a pass of the game myself now. Basically mopping up any last things I’m not happy with or feel could do with some improvement. There are a couple of special elements I feel need to be made slightly more fun and some particle effects that need tidying up.

Once I’ve completed my latest to-do list I’ll be passing it to the existing, and hopefully new, Beta testers!

Then I can get a trailer put together or two. I was thinking of doing a story one and a gameplay one. After that it’s time to send it to BFG and other interested distributors. Then I can sit back and rel-oh I mean get straight to work on Space Farmers 2, yessir Mr Rich sir!

Time for some new screenshots?

Absolutely, here they are. Four brand new screenshots of featuring some of the GUI, conversation and new elements in the game. Let me know what you think and catch you next time!

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

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”

Blitzmax has been my development tool of choice for over 10 years now. But I’m about to move permanently…
andysopinion
Back in 2005 a very exciting thing was happening in my world.

I’d been using Blitz3D to mess with 3D game development for the last 2/3 years. It had even helped me get my first programming job. I’d finished a couple of basic games in it and was pretty well versed in it’s eccentricities.

However the creator of this famous development tool had announced something very special: A new version of the Blitz tools: BlitzMax!
Continue reading “Moving away from BlitzMax”

Ignore the prototype number. We don’t really have one.

We were on version 0.001 of Tribloos 3 for about 6 months so. Also Rich hates numbers so let’s just say it’s *A* prototype.

We spoke about this a couple of weeks ago on our Live Stream “The Kitchen” show which we run every weekend (this weekend it’s on Saturday). We had a discussion about how we want to run the development. We kind of covered this in yesterday’s “The Fear of the Unknown” post but you can hear us vocalise this in the video below.

Some progress has been made since this version was shown but we thought we’d extract it from the live stream feed and put it on YouTube. This way we can specifically show what we’re currently working towards for anyone who doesn’t want to wade through our (pretty awesome) 2 hour show!

The good stuff happens about 8 minutes in (obviously our developer chat is awesome but if you just want to see the game then start from there.)

Creating games is fun but it’s hard work. It’s fun, otherwise we would be doing it, but it can also feel pretty daunting.

One of the core principles we want in Space Farmers 2 is the ability to evolve the game. We want to take feedback from players and add it to the game. The idea is that if someone comes up with a cool new gadget we want to take it and add it to the game. Now I’ve written that down it sounds too easy – we’re not even coming up with the ideas!

Setting up the foundations for that to happen though is where we are at the moment. But trying to build foundations for a house, when you don’t know what the house will look like, is not simple. In fact it’s something that I find quite paralysing.

Space Farmers 2
We’re working on it!
Every thing we add to the game requires some kind of compromise. For example; the characters currently look like even more basic than Space Farmers 1. But the foundation has been lay for a far more complex avatar system. If someone now comes up with a great idea which required the players to have 3 feet (I would say legs but they don’t have legs). That would involve changing a fundamental part of the game so may not be possible.

Thankfully I am reassured by the knowledge that between us Andy and I have about two hundred years of experience of people asking us to perform impossible programming feats. I hope that by being open and honest about what we’re doing people will understand what we can and can’t do and why we make the decisions and priorities we do.

As 48% of us here in the UK think – we’re better together.

We need your help!

So with all of that said, we need YOU to help us add as many crazy features and cool ideas to our public Trello board as possible!

Space Farmers 2 Trello Board
Look at our shiny new Trello Board!

Get commenting below, tweet at Rich and Andy or, even better, come visit us on our weekend Live Streams. Let us know what your priorities are in the game. Talk about the features that we, and others, have requested. Together we can make this game even more awesome than the first!