Can I Play With Madness?

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Filed under Arcade Badgers, Random Gibberings

In the next few weeks, I transition from ESA to the New Enterprise Allowance, and start up Arcade Badgers Limited as an actual trading company ( well, depending on the bank getting back to me with my account details…. )

Scary stuff.

It has almost been a year since things went pear-shaped, and it’s a good feeling to know that there is light at the end of the tunnel, and that I’m almost there! Although the next few weeks ( and indeed, the next year at least ) are probably going to be completely insane.

I have to get our first product done and out the door for July.
That’s a couple of weeks.
That’s a lot of mad work!
Here is a quick run down of what needs to be done:

  1. Server Back-end.
  2. The game itself.
  3. Platform support ( setting up for Chrome Web Store, Mozilla, etc… )
  4. Gamification stuff ( leaderboards, achievements, etc… )
  5. Marketing and other Press stuff.
  6. Time to actually deploy and test it.

All that ( plus more, no doubt ) within two weeks. Oh, and various business bits and bobs.
We also have the added bonus of the kids coming off school at the end of this two week marathon… so two kidlets running around all day for six weeks or so will make doing any work a heap of fun – so it’s critical to get the first game done and out the door before this!

We’re also taking Arcade Badgers an interesting route. We’re trying to be as inclusive as possible with our games. This has two main meanings:

  1. Wide Platform Support.
  2. Wide Accessibility.

In terms of wide platform support, we’re primarily developing in HTML5. This gives us the (ab)use of the Canvas, which we can wrap up with a native interpreter and push to mobile platforms for extra speed. As I’ll be writing this wrapper, I can target all sorts of hardware, and add in hardware specific features to allow us to have the best performance possible, as well as use any fun hardware specifics available. This wont be ready for launch, but we’ll be pushing out to new platforms often ( as well as updating all games that use the same system.. support for all! )

The interesting one is the wide accessibility. By this, I mean allowing people who may have some disability be able to play the game. This may be anything from the minor ( colour blindness ) to the major ( locked-in syndrome ) where a lot of the time, all it takes is a few changes to make the games more accessible. For example, our first game really hits the accessibility point on the head. In terms of controls, it’s just a case of pointing and clicking. This translates to pointing and touching a screen, moving a mouse, or even the use of eye trackers or other specialist hardware which translates as mouse movement. We also have two kinds of visual identification – shape and colour – so that regardless of how you see colour, you will certainly be able to make out the shapes.

While thinking that this may constrain our game design, it actually works in the game’s favour as streamlining controls makes for a more fluid game, and allows more people to play it. It’s win-win!

Of course, with a name like “Arcade Badgers” we are going to be doing some more Arcadey style games… the fun part will be, how do we make these as accessible as possible? And there may be times where it’s just not possible. That said, we will always be striving to have our games available to as many players as possible – be that device, or accessibility.

So yes, a fun time for all coming up!

Back to GLESGAE

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Filed under Arcade Badgers, GLESGAE, Random Gibberings

Well.. the past month or so has been interesting, to say the least.

I’ve had more good days than bad days recently, which has meant I’ve been able to get a couple of prototypes done – Grim’s Christmas List for LD25, and a reboot of Germies! for January’s One Game A Month, with February’s entry planned out and shall be starting on that soon.
I’ve been keeping my hours to 15 per week – 5 hours Monday to Wednesday… and the first “full” day of work I did floored me for a couple of days! So I’m obviously not quite ready to go back into actual work as yet, but I’m getting there. And we’ll see what ATOS thinks shortly…

In the meantime, I shall be doing some One Game A Month prototypes under the Arcade Badgers banner, and reworking GLESGAE.

GLESGAE’s goals are going to be reset. The next push shall change the current LGPL license to the MPL.
It’s also going to focus pretty heavily upon JavaScript and HTML5 support for Canvas and WebGL.
This may sound like reinventing the wheel, or even superfluous since modern browsers have decent support now – but what about weirder platforms? Not all Mobile platforms are exactly fast enough to render the whole DOM + Canvas and get near a playable frame rate.. and the vast majority of games don’t really need much of the DOM to begin with anyway. And what about homebrew platforms like the GCW Zero, or the Pandora? Even the RasPi may have a bit of fun with a full browser and getting playable frame rates on HTML5 games.
And yes, there are a few implementations out there – AppMobi has one, there’s Ejecta, Titanium, CocoonJS, and a slew of others… but some of them are closed source, tied to platform specifics, or pull in everything and the kitchen sink when for games we really just need Canvas, WebGL, and perhaps some networking support and other minor things.. a full DOM isn’t really necessary for us.

Some of the work has already been started – it can currently compile for Android, but doesn’t actually *do* anything – so the seeds have already been planted. However, some of the major restructures will be that the focus will be on GLES 2 compliance, and a total overhaul of the infamous resource system – to the point that it effectively will no longer exist. Should be fun!
I’m also changing the current JavaScript implementation from JavaScriptCore from WebKit, to SpiderMonkey from Mozilla… which is also MPL licensed and is thus a bit nicer to deal with should I ever get around to doing commercial software.

Anyway, enough ramblings.. there’s guinea pigs to clean and feed tonight!

The 2013 Plan of Action!

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Filed under Random Gibberings

2012 was quite a turbulent year.

A couple of bouts in Hospital, getting married, suffering a breakdown and having to leave my job, going on to benefits, and trying to turn things around by making another push on Arcade Badgers, by taking part in LD25.

So, a very up and down year… but hopefully the following year should be better, especially as we’re starting on such a low point anyway!

First things first, is that I need to get better, and then figure out a way from the financial pit we’re in.
Ideally, this will be via starting up Arcade Badgers properly.. but if that falls through, I’m sure I’ll manage to get a job somewhere.
As for anything else in 2013, we’ll just have to see how things work out!

Though it would be nice to finally finish some of these projects I have a tendency to start but never