Home of Ebyan Alvarez-Buylla

World Generation Teaser

World Generation Teaser

Happy 2013 everyone! Rather than risking going three months without an update, I figured I’d post some teaser screenshots of the world generation progress on my latest project:

Guildmaster Alpha Progress

Guildmaster Alpha Progress

Guildmaster has progressed rather nicely in the months since the last update, so it is worth taking some time to collate some screenshots showcasing such progress. Most of these were initially posted on Twitter, currently the best avenue to receive bleeding-edge updates on the project. Let’s dive in:

Crossword Dungeon 1.1.3 In Flight to iOS & Android App Stores

Crossword Dungeon 1.1.3 In Flight to iOS & Android App Stores

I’ve just submitted for review version 1.1.3 of Crossword Dungeon to the iOS App Store as well as begun preparing the entry to the Google Play store for its first Android release!

The price will increase to $3.99 with this update, so if you’ve been putting off grabbing it on iOS, you’ve got a few days to grab it at its current, low price of $2.99.

The following is the list of changes that made it into this version:

Crossword Dungeon Coming to Android

Crossword Dungeon Coming to Android

Interwoven with Guildmaster development I’ve begun to put together the next update for Crossword Dungeon, featuring, at last, an Android release.

The only reason I could summon up for having taken so long to release on Android was lack of familiarity with the platform, which is no more: I’ve purchased the very reasonably-priced Nexus 7 and spent the whole of 10 minutes getting the game running on the device. The planned updates are as follow:

Guildmaster

Guildmaster

About two years ago, I was taken by the idea of an adventurer management game in which, rather than participating directly in combat, you’d manage the top-level logistics of party composition, equipment, and the shuttling to-and-from adventuring destinations and rest-providing towns. Such a project began its life with a rather complex world generator, as Adventurers. After quite a bit of back-and-forth in technical foundations and overall development approach, I am happy to announce that the game, now titled Guildmaster is progressing steadily towards its first-playable alpha.

Shifting Priorities

Shifting Priorities

These past couple of months have been turbulent on account of pushing Super Monkey Ball Bounce out the door at Three Rings/SEGA. Motivation and mental resources to work on my own projects have taken a hit, and as I’ve begun to regain momentum I’ve also put quite a bit of thought into shifting priorities:

Hymn Progress

Hymn Progress

Hymn, the low-fantasy conflict-management collaboration I’ve been slowly plugging away at for a few months, has enjoyed some progress since the first early prototype/concept screenshots I shared. Although it isn’t quite as far along as I had hoped by now, the following screenshots are a testament to its development:

Crossword Dungeon v1.1.2 and Updates Towards PC

Crossword Dungeon v1.1.2 and Updates Towards PC

As I prepare Crossword Dungeon to be released on PC, I will continue to release incremental content updates and bugfixes in the fashion of v1.1.1. This next version, 1.1.2, which has just been submitted to the App Store for review, includes:

Nolithius 2014 Roadmap

Nolithius 2014 Roadmap

While 2014 up to this point was mostly dominated by the Crossword Dungeon AS3/Starling port, I am taking a short break from that project to collect my thoughts as well as player feedback. I’ve started another project and have a new direction in mind for 2014, details of which follow, roughly in chronological order:

Crossword Dungeon 1.1 Submitted

Crossword Dungeon 1.1 Submitted

Crossword Dungeon update 1.1 has just been submitted to the Apple App Store for review. This version was rewritten entirely in an effort to port the code from from Objective-C with Cocos2d to AS3 with Starling, allowing for multiplatform support as well as easier maintenance.

Crossword Dungeon 1.1 in the Works

Crossword Dungeon 1.1 in the Works

The long-in-coming 1.1 update to Crossword Dungeon is currently in the works. The main focus of this update is to bring the game to iPad with Universal support, as well as adding 200+ more words, fixing bugs, improving performance, and tweaking the balance.

In the Works: Adventurers

In the Works: Adventurers

I’ve codenamed my current project “Adventurers“, which, although somewhat telling of its theme, should give little away of its mechanics. Needless to say, adventurers will be involved, and there will be adventuring. It’s being developed in Objective-C and Cocos2d 2.0 for iOS, with iPad support from the get-go.

Crossword Dungeon Update 1.0.1 in Flight

Crossword Dungeon Update 1.0.1 in Flight

Developing and releasing Crossword Dungeon has been an amazing learning experience. Mobile, iOS, Objective C, Cocos2d, and a solo commercial release were all personal firsts, and releasing within a fairly tight window (for personal and motivation reasons) meant a good number of items slipped by untested. Update 1.0.1 has been submitted to the App Store for review, and contains the following changes:

A Few Updates and a Sneak Peek

A Few Updates and a Sneak Peek

During the past few weeks, I’ve kicked the development efforts of my latest project— sneak peek below— into overdrive, targeting a completion date of end of August/beginning of September. Here are some updates of note having taken place during this period of relative blog and Twitter silence:

Coming Soon: The Color Guessing Game

Coming Soon: The Color Guessing Game

Announcing The Color Guessing Game! A Flash and Papervision3D-driven word game where you battle against the clock to name as many colors as you can remember. Rare colors, those which have only been guessed by a handful of other players, net you the most points, and common colors a meager offering. If the color is not in the system, assign it to a swatch at the end of the game so that it can be added to the list!

4DRL: Chronophase

4DRL: Chronophase

I have officially entered into the 4DRL (4-day roguelike) challenge as of yesterday, with a space-based roguelike, Chronophase. I have been kicking around the idea for a space-based roguelike for a while, and what better time to tackle it than a 4-day-cut-the-fat-and-focus-on-what’s-important challenge?

Dance of Death 0.6 to be Released at The Annual Roguelike Release Party

Dance of Death 0.6 to be Released at The Annual Roguelike Release Party

This September 19th, the first Annual Roguelike Release Party will take place. Not quite a literal party, the ARRP is a community-driven event in which roguelike developers are encouraged to put out a release with the intention of garnering, among much fame and fortune, increased visibility and feedback. As of now, there are 24 entries in the official announcement page, including Dance of Death version 0.6.

Scaling Back Movement at the World Map Level

Scaling Back Movement at the World Map Level

The goals for the Dance of Death v0.6 release revolve predominantly around world generation, wilderness generation, and integrating these radically new features into the existing game. No small task, by any means, which is why I have devoted an entire version to this set of features, and also why I have made the decision to scale back on three non-essential items:

Dance of Death v0.4 Progress Report

Dance of Death v0.4 Progress Report

In the past few months, Dance of Death has seen rocky progress. Development momentum came to a crawl while I took a brief break after work got particularly busy with an Oracle/Ironman 2 project that completely tapped my AS3 mana reserves for a few weeks.

Recently, however, I’ve made slow but steady progress, and am down to the last two features for version 0.4!

Progress Update/Character Creation

Progress Update/Character Creation

Development of Dance of Death is alive and well! This past week, I’ve been spending time in the roguelike community, playing games in development to get inspiration, and checking off items on my To-Do list for the upcoming release. Most of the items have been straightforward and painless, and I have left the best (and toughest) for last: character creation.