So, patch 9 of FortressCraft is finally released, and hopefully everyone is finding ‘not too many’ bugs with the Zombies. What’s next?
I’ll be working hard on the Onlive version over the coming weeks; I’m planning on pushing out Xbox patches to keep it in sync; the first of those fruits of my labour will be CP 9.1, which has the 31 player mode, with autobalancing server load (I got up to 31 players in my world, but it was the result of carefully managing server load; this sort of thing is trivial for a computer to do)
BitStream
Out soon on Apple devices! It’s like a racing version of Bit Trip:Beat, or like the old GBA game DotStream. It also has great music.
Locomotion (name pending)
I’ve also dusted off an old puzzle game that I never completed. No firm timescale on this, but it always looked gorgeous, and I’d be sad if I never finished it!
Yes, that is the FortressCraft grass. Actually, that’s not true. FortressCraft has the Locomotion grass!
Tactics Forever
Tactics Forever has been the subject of a couple of weekends’ recent work now; it’s all becoming quite nice and polished, and it’s a definite favourite of the testers.Sadly, I don’t really expect this game to do well. Despite being probably the best thing I’ve ever written by myself, and despite being rewarding, fun and very original, well… it’s original. That’s the issue. Very few games are original these days, and despite the hordes of people telling me that ‘If you write original games, then people will buy them!’… you only have to look at the fact that large publishers don’t dare stray from established themes to prove that particular statement wrong.
Original games either disappear from sight, or become massive smash hits. The last original game that I know of that became a smash hit was… er… uh… I think I just proved my own point.
I suspect the game will gain a small, cult following however; and as long as I’m not on the streets, that makes me happy!
We have a webpage, tho it’s a tad sparse:
Note to self, get some screenshots sorted out!
FortressCraft 2D : Zombie Survival
So, I’ve been toying with this idea for a while, and it’s been an idle pasttime for a bit. The plan is for this to become a large-scale ProjectorGames game. I’ve been asked to do a 350-player simultaneous (on one screen!) game.
The game idea is of a survival game, 2d, set in a procedurally generated, post-zompocalyspe world. There’s a heavy emphasis on traps, farming, crafting (Borderlands-style procedural weapons combined with WoW-style crafting) and long-term investment.
Sadly, the experience of FortressCraft has rather… burned me. If it was 18 months ago, I would have happily described the game as “Terraria, only without much mining or building, and loads of zombies”. Right now, I think I might end up as suicide casualty if hordes of Terraria fanboys descend screaming OMFG U RIPPED OFF TERRARIA!
However, as people have possibly noticed, I’m quite a community-focused developer, and I’ve been informed (quite a few times) that I shouldn’t worry about this, and get on and release the damned thing.
So, here’s my plan. It’s very tentative, and therefore subject to change;
I know that people are very curious how a game is developed, and love to help steer the direction of it during development. I have a few very strong ideas about the game, but also a great deal of nebulousness. So, for instance, do you play a robot? Are there NPCs to look after? Is the crafting like Monster Hunter 3? (click, and come back in 4 hours once it’s upgraded)
FortressCraft was never geared towards this sort of community input; the game itself had to veer as far away from Minecraft as it could, in order to avoid the shittons of vitriol I received.
With this game, however, I would like to consider some sort of… well, let’s say that Project Zomboid is GTA. I want to be Saints Row.
My plan is to get the game to a bare-minimum-playable state (which it’s not far off now!), and plan a release/update on Indie City Underground once a month. Each month it’s on there, it’ll go up in cost by 50 cents; so at the end of the first year, it’ll cost $6. Think of it like a reverse kickstarter; and the sooner you on get on the boat, the cheaper it’ll be!
No pictures yet! It’s all programmer art.
FC:Lite
So many people picked up FortressCraft a year ago, played it for ten minutes, went ‘meh’, and never went back to it. I’ve had the idea to re-release FortressCraft as FortressCraft:Lite, reduce a bunch of things to get it inside the 80MSP limit ($1), and let those people who haven’t seen it have a look at it. Anyone who purchased FC:Lite would also get something awesome within FortressCraft. I haven’t quite decided what, yet, but certainly a spawn-editing axe, and probably a unique, ‘contributer’-type sky. Maybe a green sky. Something to make it worth purchasing FC:Lite if you own FortressCraft.
I haven’t decided for definite on the restrictions of FC:Lite. Perhaps only 8 customs, 2 player networking, smaller world. It might even not come to pass!
As ever, dear reader, your feedback is 100% read, and 1000% important. Tell me what you think!
FortressCraft : Chapter 2
Watch this space. It might arrive sooner than you think…



