I make computer games, mostly small ones, in Java. My favorite games to play are probably Armageddon Empires, Minecraft and Master of Orion II.

Comment History  (0 - 30 of 73)
Zarkonnen Jul 26 2015, 8:08am replied:

Yep, main changes are roads and city boundaries. The roads will be relevant for landships. Might also update the low-res city and landscape graphis soon after dev7.

+2 votes   media: New Map Rendering
Zarkonnen Jul 22 2015, 6:28am replied:

In the sense that you can choose between guards, marines and air grenadiers. I haven't planned any in-depth customization features for soldiers. Once again one of those cool things I don't want to put into the dev plan because it will make the game take even longer to complete.

+3 votes   news: Airsoldiers and Wolves Passant
Zarkonnen May 30 2015, 12:51pm says:

Looks very nice! How do you generate it? How much of it is fixed/hand-drawn, how much of it is variable?

+1 vote   media: Chart View Prototype
Zarkonnen May 25 2015, 7:00am replied:

Yep, it's under "Decals", along with the eyes, the roundels and the gold leaf. :D

+2 votes   news: Timmy, Johnny, Spike
Zarkonnen Apr 15 2015, 6:17am replied:

Yeah, I think that needs some de-wrinkling, thank you. :D

+2 votes   news: Some announcements and new modules
Zarkonnen Feb 25 2015, 9:47am replied:

The stats look quite scary, but in my playtesting so far, the fact that they're not very accurate and have a really awkward firing arc seems to offset this. But it's possible I'm wrong and they'll get totally nerfed in a patch. :D

+1 vote   news: Collision Avoidance, Bombs, Turrets
Zarkonnen Feb 24 2015, 6:34am replied:

I'm a... uh, thousandaire? Thanks for your support. :D

+1 vote   news: Weather and Times of Day
Zarkonnen Jan 21 2015, 2:44am replied:


Er. I mean, those sound good. :) Once monsters are in, these should also generate a bunch of interesting achievements.

+1 vote   news: Airships 5.3, Steam Beta, Achievements
Zarkonnen Jan 8 2015, 3:02pm replied:

So performance should already be a fair amount better in 5.2, but it's an ongoing process. Best way to ensure performance works is to send me the details of a particular combat scenario (ships, etc.) that tends to stutter.

+1 vote   news: Greenlit!
Zarkonnen Jan 7 2015, 2:52pm replied:

:D Dutch would be excellent!

+1 vote   news: Translations
Zarkonnen Jan 7 2015, 1:20am replied:

Yep! If by "my own language" you mean "a language I just invented on the spot", that's fine by me. Just make sure it's consistent, interesting, and complete, and I'll be happy to add it in. :D

+1 vote   news: Translations
Zarkonnen Jan 4 2015, 7:50am replied:

You'll have to apply to the original artist, I'm afraid. I can't draw that well myself! :D

+1 vote   media: The Air Navy
Zarkonnen Jan 4 2015, 7:50am replied:

Ah, so parts of that at least are deliberate. :) He's got a long rigid body because he needs a big, rigid matrix of Suspendium to provide most of his lift. And the wings look weird because they're heavily modified ribs rather than modified limbs. OTOH you're right: the claws look far too short and dull to be good for hunting, and a tailfin would make a lot of sense.

+1 vote   media: Dragon Concept
Zarkonnen Jan 4 2015, 7:47am replied:

If by "pass" you mean "effortlessly crush", yes!

+2 votes   media: Landship Concept
Zarkonnen Dec 30 2014, 1:31pm replied:

The game is definitely meant as a step on the path to being able to do gamedev full-time. I would love it to be the big breakthrough, and I think it has a shot at that. But if it isn't, I'd also be happy to just start building a reputation as someone who makes good and interesting games.

It's quite possible that Indie games will crash in the next two years or so. Certainly a bunch of people with a lot of experience like Jeff Vogel and Cliff Harris think it's likely. If that happens, I mean to be still around afterwards. Which means holding on to the day job (well, the steady freelance software dev gig) for a while yet.

Thank you for your Greenlight vote. :)

+2 votes   news: Airships in 2014
Zarkonnen Dec 26 2014, 1:03pm replied:

Thanks, that means a lot to me. :)

+1 vote   news: Idea: Armour Damage Maps
Zarkonnen Nov 3 2014, 9:59am replied:

The issue with making a MP map is that combats and strategy work at different timescales, so you'd spend a lot of time waiting for other peoples' fights. Not sure how to fix that.

Re: PayPal - what kind of payment method would they like? I totally understand that it's not exactly everyone's first choice. Am up for anything, including stuffing money into an envelope. :P

+4 votes   game: Airships
Zarkonnen Oct 28 2014, 8:55am replied:

For a game that combines so many things you shouldn't do when you're a sole developer (multiplayer, realtime), I am pretty pleased at how the development is going. :)

+1 vote   news: Early Access 5.0
Zarkonnen Oct 10 2014, 2:43am replied:

I studied computer science at uni, so not game development specifically. :) If you're interested, have a look at an early version of the game's code here: Github.com

+2 votes   game: Airships
Zarkonnen Sep 10 2014, 3:32am says:

Congratulations on the nomination. :)

+2 votes   news: Schlicht is nominated @Ludicious
Zarkonnen Sep 9 2014, 5:10pm replied:

So there isn't a demo, but there is a money-back guarantee for the game. :) Zarkonnen.com

+1 vote   news: Dev Blog: Boarding 2: The Boardening
Zarkonnen Sep 9 2014, 4:52pm replied:

Will do a video definitely. :D Just working on planning out the grappling hooks now.

+2 votes   news: Dev Blog: Boarding 2: The Boardening
Zarkonnen Sep 2 2014, 3:23am replied:

This is basically stuff I'm going to have to figure out by experimentation. :) I think it should definitely be possible for badly timed jumps or grapples to result in the death of crossing air marines. This might lead to fun maneuvers where you bait the enemy to start boarding only to make a sudden move that causes the boarders to go splat. :D

Right now, the marines are also far too indiscriminate in their slaughter, with the result that the targeted ship generally plummets within seconds of boarding!

+3 votes   news: Dev Blog: Starting on Boarding
Zarkonnen Aug 27 2014, 11:56am replied:

Thank you, it is highly appreciated! :D

+1 vote   news: Greenlight: One month in
Zarkonnen Aug 9 2014, 5:19am says:

What's your relationship with Desura these days? As I understand it, Desura now belongs to a different company, and the databases split a while ago, but there still seems to be fairly tight integration, such as the "buy on Desura now" banners.

+3 votes   news: The future of ModDB & IndieDB
Zarkonnen Aug 7 2014, 10:26am replied:

So I have a basic plan ( Zarkonnen.com ) that sees the game completed in early 2015. The next game is likely to be this one: Indiedb.com

+2 votes   game: Airships
Zarkonnen Aug 6 2014, 9:25am replied:

I've been developing it on Mac OS X, but just switched to a machine with Linux Mint, which is that these screenshots are taken on. This setup works for Mac, Linux and Windows. :)

+1 vote   feature: Modding Setup
Zarkonnen Jul 28 2014, 4:13am replied:

Thank you for your support!

+1 vote   news: Greenlight Airships!
Zarkonnen Jul 9 2014, 11:57am replied:

These are excellent suggestions. TBH, I am currently holding back on working on the strategic parts because I don't want to get sucked into it too deep. Otherwise I'll re-emerge six months later babbling about what a wonderful world sim I've made. :P

+3 votes   game: Airships
Zarkonnen Jun 18 2014, 12:38pm says:

Sounds a lot like a more involved Republia Times. :)

+2 votes   news: Welcome to Westport!
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