Introducing Hyper Ultra Astronautics
It's about time for a progress report on my local multiplayer Asteroids -clone. Since last mention here I have settled on a name for the game. It will be called Hyper Ultra Astronautics.
Lately have been working on improving the look of the game and adding more weapons. There are currently four different weapons and a repair bot power-up. Here's a plasma beam weapon in action:
And this is what a kill be guided missile looks like:
While you can already fly around and shoot each other for fun, the match still never ends and no-one is announced as winner. The game menu is very minimal and a lot settings are hard-coded for now. I should really start to build actual game around this. Fine-tuning the core mechanics is just much more fun :)
I have thought of eventually adding score based game modes where you compete against other players or aim for high score co-operatively. This could allow a basic single player game too. However, I'm focusing on the local multiplayer gameplay first.
I'm afraid the big problem with this project is again going to be the lack of testing and feedback. Mostly because you will need friends physically present to set up a proper match. Once the game has a bit more flesh on its bones, I will start releasing a public alpha versions to gather some feedback.
Posted on 2016-02-08
Lockdown Protocol 1.4.2 released
Here's full list of changes since version 1.4.1:
- Minor changes to make the game compatible with Itch.io desktop application.
- Fixes randomly missing contact effects in physics simulation.
- Upgraded some external libraries (Ogre3D, Bullet, GLFW) to latest versions.
Posted on 2016-01-26
Beyond Lockdown Protocol
After working on Lockdown Protocol nearly five years, I'm finally done with it. I'm really glad I was able to finish the project and didn't give up on it. It's just sad to see that after all that work, practically no-one is playing it.
Anyways, it is now time to move on.
Earlier this year I already started a hovercraft racing game project. It was progressing nicely, but after a while it started to look like a project that would (again) take years to finish. So I decided to put it on hold. I will very likely return to it at some point, because it is a game that I have been wanting to make for a long time.
For now I needed something a lot simpler, something I can finish in a more reasonable time. Even with the limited amount of time I put into game development these days.
With that in mind, I have been experimenting with a local multiplayer Asteroids-clone. It's currently in a state where I will have to decide whether to continue working on it and turn it into a complete game or try something else. I'm planning to soon release the prototype as it is now to get some feedback to help me with the decision. It will probably not show up on this website, so if you're interested in testing it, I suggest that you follow me on twitter or facebook.
Posted on 2015-11-28
Lockdown Protocol 1.4.1 released
This one is purely a bug fix release. The automatic Intel GPU detection and workaround for missing textures issue was not working as well as it should. At least Intel Iris GPUs slipped through undetected which resulted in most textures completely missing on Windows. This should now be fixed.
I also added command line options for enabling/disabling this workaround manually (--disable-mipmaps and --enable-mipmaps). This way you can manually activate the workaround or, more importantly, bypass the auto-detection if your Intel GPU does not need the workaround. After all, disabled mipmaps will cause more or less visible texture aliasing artifacts.
Here's full list of changes since version 1.4.0:
- Fixed unreliable Intel GPU detection for missing textures workaround.
- Added command line options for enabling/disabling mipmaps manually.
- List active workarounds on start-up.
Itch.io added support for comments and I have enabled them for Lockdown Protocol's page there. That's one more way to give us some much appreciated feedback.
Posted on 2015-09-20
Lockdown Protocol 1.4.0 released
Although I have been playing around with some new game prototypes lately I have not forgotten Lockdown Protocol.
This update fixes one big cause of frustration that should have been fixed a long time ago. Previously, when pushing objects or when they get moved by explosions and bullet hits, they often end up in a position where you can no longer reach them. Objects intended to be used as cover no longer protect you when they get pushed to the side of the corridor. Also the eggs were sometimes in places where you could not shoot them directly.
The solution is embarrassingly obvious. Movement of most dynamic objects is now constrained to vertical plane so that they will always stay in the middle of the corridors and reachable by the player. The eggs have been made immovable and their positions in all levels has been adjusted so that they can always be shot.
I have finally added a workaround to a long-standing bug that caused many textures to be completely invisible with Intel GPUs on Windows. This is a big thing because modern laptops run the game well, but this has been ruling out a huge amount of potential players. So, if you have dismissed the game in the past because of this, now would be a good time to give it another chance.
Here's full list of changes since version 1.3.0:
- Added final single player level (sp26).
- Disable mipmaps on Windows with Intel GPUs as workaround to long-standing missing textures bug.
- Fixed zero completion target time (no time bonus) in 25th single player level.
- Locked most dynamic objects to XY plane so that they won't slide out of reach when moved.
- Made dragon eggs immovable and moved them to positions where they can always be shot.
- Fixed physics bug causing completely wrong torques on objects hit by projectiles.
- Fixed a couple of minor bugs found by static code analysis.
- Ignore very small fall damage to prevent unnecessary damage effects.
With this version I'm dropping the demo version. Now that you can pay what you want for the full version, there is very little need for a separate limited demo version. It is possible to download the game for free for evaluation and later come back to pay what you think it's worth.
Check out updated game page for more information.
Posted on 2015-09-06
2015-07-27 Pay what you want for Lockdown Protocol
2015-07-08 Lockdown Protocol 1.3.0 on itch.io
2015-06-07 Lockdown Protocol 1.2.0 released
2015-05-17 Lockdown Protocol 1.1.0 released
2015-04-17 Progress report
2015-03-21 Lockdown Protocol 1.0.0 released
2015-03-01 Lockdown Protocol 0.23.0 beta released
2015-01-31 Lockdown Protocol 0.22.0 beta released
2015-01-14 Progress report
2014-12-14 Lockdown Protocol 0.21.0 beta released
2014-11-09 Lockdown Protocol 0.20.0 alpha released
2014-10-19 Feature creep cleanup
2014-08-25 Lockdown Protocol 0.19.0 alpha released
2014-08-10 Progress report
2014-06-28 Change of plan
2014-06-08 Lockdown Protocol 0.18.0 alpha released
2014-05-31 New Lockdown Protocol alpha version coming soon
2014-04-19 Progress report
2014-03-07 Lockdown Protocol 0.17.0 alpha released
2014-03-06 Multiplayer game jerkiness issue solved
2014-02-26 Progress report
2014-01-30 Progress report
2014-01-14 Lockdown Protocol 0.16.0 alpha release
2014-01-11 Next Lockdown Protocol alpha release coming soon
2013-12-29 Lockdown Protocol's Year 2013
2013-12-16 Progress report
2013-12-01 Vote Lockdown Protocol for Indie of the Year on IndieDB
2013-11-24 New Lockdown Protocol alpha video
2013-11-05 Lockdown Protocol 0.15.0 alpha release
2013-10-03 Progress report
2013-09-19 Multiplayer matchmaking fixes
2013-09-01 Lockdown Protocol 0.14.0 alpha release
2013-08-07 Progress report
2013-07-09 Lockdown Protocol 0.13.0 alpha release
2013-07-02 Next release is shaping up
2013-06-09 Progress report
2013-05-22 Changing the physics engine part 2
2013-05-13 Changing the physics engine
2013-05-06 Lockdown Protocol 0.12.0 alpha release
2013-04-28 Website update
2013-04-23 No more hiding enemies
2013-04-14 Lockdown Protocol 0.11.0 alpha release
2013-04-07 Progress report
2013-02-25 Progress report
2013-02-08 The Platform Shooter 0.10.0 alpha release
2013-01-23 Level editor rework
2012-12-31 How to improve The Platform Shooter?
2012-12-25 The Platform Shooter 0.9.0 alpha release
2012-12-04 The Platform Shooter progress report
2012-10-29 Level sharing progress report
2012-10-24 The Platform Shooter 0.8.0 alpha release
2012-09-23 New video from The Platform Shooter 0.7.0 alpha
2012-09-16 The Platform Shooter 0.7.0 alpha release and 40% alpha discount
2012-09-04 The Platform Shooter 0.6.1 alpha release
2012-09-03 The Platform Shooter 0.6.0 alpha release
2012-07-10 The Platform Shooter 0.5.0 alpha release
2012-06-26 Plans for the future
2012-05-18 A little progress
2012-04-08 The Platform Shooter 0.4.0 alpha release
2012-03-18 Crouching and explosion improvements
2012-02-11 The Platform Shooter 0.3.0 alpha release
2012-01-26 Progress report
2012-01-07 Sentry guns and callable elevators
2011-12-14 The Platform Shooter 0.2.1 alpha release
2011-12-09 Bug fix release coming
2011-12-01 The Platform Shooter 0.2.0 alpha release
2011-11-21 Progress report
2011-11-06 Client side prediction rework
2011-10-22 Decal improvements
2011-10-20 Bend from the knees
2011-09-20 I can hear music!
2011-08-29 One bug fixed, one more revealed
2011-08-01 About mouse aiming
2011-06-20 The platform shooter public alpha release
2011-05-25 One more single player level
2011-05-22 First release is nearing
2011-05-10 A new game play video
2011-04-30 Level editor improvements
2011-04-20 Situation report
2011-03-23 Fighting network latency
2011-03-14 Level editor improvements and a HUD
2011-02-22 Single player level scoring
2011-02-13 Progress report and in-game video footage
2011-01-26 Network code changes
2010-12-22 The Platform Shooter
2010-08-16 Final Duel 2 is now free