I make computer games, mostly small ones, in Java. My favorite games to play are probably Armageddon Empires, Minecraft and Master of Orion II.
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
Have a look at the game's refund policy, which may suit your needs: Zarkonnen.com
Congratulations on the nomination. :)
So there isn't a demo, but there is a money-back guarantee for the game. :) Zarkonnen.com
Will do a video definitely. :D Just working on planning out the grappling hooks now.
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!
Thank you, it is highly appreciated! :D
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.
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
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. :)
Thank you for your support!
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
Sounds a lot like a more involved Republia Times. :)
Have a look at Indiedb.com :)
See Indiedb.com for what I ended up doing re: demos. :)
I quite agree - see Indiedb.com for my solution. :)
Yeah, as Phil Scuderi writes at Reddoorbluekey.com , this is kind of a return to what it used to be like, and what I grew up with. :)
I totally understand - how would you feel about a money back guarantee instead of a demo? A lot easier to do for me.
The custom heraldry is basically a small thank-you for the extra support. So you can choose what heraldic symbol you would like, and I draw it for you. :)
Or to give it its full name, "the horrors of Java memory management, and which goats to sacrifice to appease the garbage collector"...
Badly drawn hammocks. :D Yeah, that bit of art needs going-over.
FTL is definitely an inspiration, yeah.
That standalone editor is scheduled to appear with Early Access v3 BTW. :)
Yep, that's what it's doing. Basically, yellow shouts are really loud important shouts. The original reason for this feature was to make it more obvious to players what was going wrong. One of the most frequent causes of Sudden Airship Death is running out of coal for your suspendium chambers, so I wanted to have a warning for that.
NB the game is now out. :)
I am totally in favour of demos and have been thinking about how to do this. How about a standalone ship editor?
Please do! Obviously the more people buy it at this (admittedly unfinished) stage, the more I can justify to myself putting more work into it.
The early release version is now officially out! :)
Let me know if there are any issues buying through itch.io!