The most interesting event this year for me was that Valve opened the floodgates and more games than ever before were added to Steam. Including my small hobby project, PostCollapse.
|3 PostCollapse updates:
RocketCake, my free responsive website editor is rather new, and people really seem to like it. I should invest a bit more time into that next year as well. This is what I did for it 2016:
|2 free RocketCake updates:
Also, I spent quite some time updating and maintaining CopperCube, my 3D game engine. User/Customer support is probably the most time consuming task for this product. These were the updates:
|4 free CopperCube updates:
|2 free CopperLicht updates:
And I released two updates for WebsitePainter, my website designer for beginners:
|2 WebsitePainter updates:
Additionally, I did a lot of experiments with various app stores, wrote about 40 blog posts, tweeted about 100 tweets (I know, I should do this more), and created 5 youtube videos. All in all, it looks like I wasn't that lazy.
This was a year were I had a lot of distractions and my time for developing software was a bit limited because of personal reasons, but starting with next year, this should be much better. I hope to continue creating nice new software and updates for my existing ones, and hope that people will continue liking my work, also in 2017.
It actually works nicely, but is of course limited to the buildings. For now, once finished, this mode will likely only exist for the fun of it, but it could be possible to extend it to make more sense gameplay wise. But let's see.
Is this good? Is it bad? I don't know. But he played it for 23 hours, so it shouldn't be that bad. Right? Hm.
- Steam Integration
- Improved First Person Shooter Controller
- C++ source code (pro edition)
- Flash source code (pro edition)
- Android Multi-Touch support for 2D Overlays
- Android First Person Shooter Camera improved
- Scripting extension: ccbGetCurrentNode()
- And other small improvements
There is also a new CopperCube website. It is responsive and minimal, and not very overloaded with information. I personally don't like that. For a 3D engine, I want detailed information, but it seems that people prefer this style now: Few shiny images, just very few lines of text, and that's it. At least all the information about CopperCube is still there, but now on the 'features' page. Let's see how this turns out. I'm looking forward to see what impact this has on sales and downloads.
Apparently that youtuber doesn't like the game, and he calls it the "Most Unity Suvival Game ever!". Ha :) That's especially funny since I'm one of the very, very few people out there which did this: I wrote nearly every line of code in my game from scratch, myself, in C++. Including the 3D engine. And sound engine. And collision detection. File System. Translation. Input handling. World generation. Hell, I even composed the music myself.
I'm interestingly not even mad, it is actually a bit entertaining :)
now on Steam:
As early access, but available. Hope you like it!
I've learned that the average willingness of giving feedback voluntarily is very, very low. For example for every 100 readers of this blog, only 1 will post a comment. Driving this value up is possible, but telling the readers that you want feedback usually will not work. (But making some unusual claims or invalid statements will do this easily, usually.)
Until now, about 2000 people have downloaded the alpha demo of my game. You would expect that I already have at least 20 people giving me some insight on how to improve it. Interestingly, I only received 6 so far, of which 3 are angry that the price of the game is so high. (What!? It's just 9 euro!?)
Not sure what this means. Is this a good sign? Do people like the game, and they don't see any reason to complain? OR is it a bad sign? The game is so bad that they don't bother to deal with that at all? I have no idea.
Then, Electron arrived (basically it's a way to bundle your website in a package together with the Chrome browser and pretend you created a native app), and I thought:
"Woha! Why not make a real native app out of my WebGL game? I only put it into Electron and that's it!"
I did that, and Electron worked surprisingly well. Nice piece of software. But the result wasn't very convincing: Although I put a lot of effort into making the electron app feel like a native app instead of a HTML site, it had a lot of drawbacks like input lag, lack of hardware, 3D and fullscreen settings, bad working cursor locking and similar.
The port was done within a handful of weekends and the game is now a native Win32 C++ program. You can try it if you like.
For now, I'm developing my game further in C++. And hope to have it finished within the next months. You can follow its progress on its website, if you like.
here. The game now runs at about 150 FPS instead of the felt 10 FPS when it ran inside a browser.
I also re-created the gameplay video with that build, I think you can see now that it feels much, much smoother now:
Any feedback of the build would be welcome, it is just a 12 MB download.