Oxeye Game Studio » Indie Life http://www.oxeyegames.com Creative Games Wed, 29 Nov 2017 08:29:26 +0000 http://wordpress.org/?v=2.8.4 en hourly 1 #Cobalt Game Jam 1 http://www.oxeyegames.com/cobalt-game-jam-1/ http://www.oxeyegames.com/cobalt-game-jam-1/#comments Thu, 18 Sep 2014 11:48:28 +0000 thewreck http://www.oxeyegames.com/?p=1709 UPDATE!

Deadline has now been reached and that means we are closing the submission bag! (LIBRUS: just slide your game in under the door, noone will know!)

Update:

Due to popular demand in the #cobalt channel, the deadline has been extended by 2 hours!

Livestreams:

Hello! Since I know many people need an excuse to make a game, we’re going to give you one! We’re hosting a mini game jam in the #cobalt channel on Espernet today! We guarantee

  • No particular amount of exposure!
  • No pressure!
  • No spectacular prices!
  • Lots of fun!
  • A learning experience!

Event

#Cobalt Game Jam 1

Start Date:

Thursday 2014 – 09 – 18, 18:00 CET

End Date:

Sunday 2014 – 09 – 21, 12:00 14:00 CET

Theme:

“EVIL”

Optional Sub-themes:

Cat, Slime, Arcade, RTS, Shooter, Fast

This is for anyone who wants to make a game. If you don’t know how to make a game, maybe today is the day you learn how! Rules:

  1. Game cannot be started before announcement of theme.
  2. Game must be submitted before jam ends. Submit by posting a comment to this post
  3. We have final say as to which games get posted in the final post
  4. Judging will be done by the world at large. We will not rate any submissions.

Categories: While we will not be judging any games, here are some suggested categories to aim for:

  • Most surprising dialogue
  • Most interesting lag
  • Least graphics
  • Most use of words starting with E
  • Highest jump
  • Longest health bar
  • Most disturbing mouse cursor
  • Worst interpretation of theme
  • Broadest diversity
  • Highest button presses per minute
  • Best use of 3,141592653589793.
  • Smallest sprites
  • Most convoluted use of theme.
  • Best optimization of f,u and n.

Submission must contain:

  • Name of the game.
  • Link to game (all kinds of platforms/tech allowed)
  • Special instructions if needed. (how to get it working)
  • Description
  • Author(s)
  • Link to screenshot
  • OPTIONAL: Your best learning points from the jam! What do you now know, that you wish you had known before?

Jam schedule:

  • Thursday – Suggest themes in the comment field below.
  • Thursday 15:00 CET – Theme is selected by us. This post is updated to contain the theme.
  • Thursday 18:00 CET - Jam Start.
  • Submit your finished game by posting the above requirements as a comment to this post.
  • Sunday 12:00 14:00 CET – Jam End. (Submit your game before Jam Ends!)
  • All finished and submitted games are posted in a new announcement post on this blog along with attributions to the author(s), including the screenshots, descriptions and instructions.
  • The games are played!
  • Comments and nominations for categories are then made by everyone in the new post.
  • Done!

Have fun! Use the #cobalt channel on espernet to chat about your progress!

miner

Bring out your tools!

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We’re alive! http://www.oxeyegames.com/were-alive/ http://www.oxeyegames.com/were-alive/#comments Mon, 11 Nov 2013 14:08:45 +0000 kinten http://www.oxeyegames.com/?p=1279

In fact, we’ve never been dead.


Since the last post we’ve been busy with distilling the game, starting our collaboration with Fatshark to bring Cobalt to Xbox and we’ve been to Minecon.

Being a small team with the main focus to have fun, the development of Cobalt has always been a bit haphazard where we’ve added stuff as we go with less focus on the bigger picture and more attention spent on what felt right at the moment. This has led to, in our opinion, a great platformer but it has also resulted in a lot of features that remain hidden to the average player. When a new player starts up Cobalt, he or she isn’t really introduced to what the game is about. There’s nothing to hold their hand and present them with the experience that is Cobalt, especially not as a single player. I’m not talking about a next-gen like dumbing down of game play, but a coherent presentation of the actual game.


What we have now is a whole bunch of puzzle pieces hovering in the air waiting to be placed in the correct spot. Since starting our collaboration with Fatshark we’ve been busy trimming and arranging all pieces in order to put them down in a presentable larger picture and an enjoyable gaming experience from start to finish.


Hit the jump to read more!


The first step in this process has been to polish the game modes that we have. Below is a short expose of what we’ve been working on.


TEAM STRIKE

Team Strike Buy Menu

Team Strike Buy Menu

Even though you can choose to play Deathmatch in teams we felt that Cobalt was missing a proper team VS mode.

We had Capture The Plug and even though it was fun at times it felt too chaotic and wasn’t really focusing on what Cobalt does best – combat. Being avid Counter-Strike players me and thewreck started toying with the idea of adding a round based mode where at the end of each round you get to upgrade your character somehow.


Enter Team Strike and the philosophy of locking down characters into classes instead of focusing on equipment drops spread throughout the maps. In Team Strike, each team is presented with a character selection screen at the start of each round. After each player has chosen a character suited to their playing style the round starts. Each player gain funds from kills, combos and team wins during the round which in turn allows the player to afford higher level characters. The team that reaches the goal amount of rounds wins.

We tried this game mode with 8 Mojangstas in the office and it was an instant success! We realized that simplifying things might be exactly what Cobalt needs.

We started looking into bringing some of the things we’ve learned from Team Strike into the other game modes.


SURVIVAL

Survival game mode

Survival game mode

The original Survival mode was added as a stand-in mode for single player while Adventure mode was still in development. Since the very first play-through it has had some serious game design issues.

First of all – choices – there were too many of them! As a first time player you were introduced to a lot of new concepts – shops, upgrades, recycling, re-spawning and so forth.

When we observed others playing it for the first time we noticed it could be a bit overwhelming at times.

Secondly, the objective wasn’t clear enough. Sure, the game mode was called Survival so you could sort of guess that that was what it was all about, but there was never any feeling of progress while playing. You were constantly barraged by a never ending stream of foes and all you could do was try to survive for as long as possible. At the end you got a score, but you never felt like you had actually achieved anything. It was very much an unclimbable mountain.

We decided to try a tower defense-esque wave approach to Survival instead. In the current Survival mode the player is presented with a finite number of enemy waves of increasing difficulty, some containing bosses. If you fail to complete a wave you can choose to continue where you fell but with a sort of penalty to your overall score. Between each wave we added a buy screen similar to the one in Team Strike where each player chooses their character class and level depending on their taste and economy.

The classes can be custom fitted to match the theme of the map.

Again, while testing this game mode with Mojangstas and at Minecon it has reassured us that we’re on the right track.


CHALLENGES

In version 122, the Challenge maps were presented as map packs were the common goal was to complete the maps as fast as possible. When playing through the maps we felt like some of the maps were focused more on combat related strategies rather than speed which led us to redesign the whole philosophy behind challenges.

Instead of presenting them as map packs, we’ve put the maps into categories. Currently there’s a Combat and a Speed category.

The Speed category is pretty straight forward and focuses on just dashing through the map as fast as possible while the Combat category tries to challenge the player to engage obstacles, puzzles and enemies in the map. Like Team Strike and Survival, before each run the player gets the option to choose a class of character which in turn affects the end score. How exactly the scoring system works or how the different classes are unlocked is something we’re still working on solving.


DEATHMATCH

The common denominator for the new design in Team Strike, Survival and Challenges is the equipment handling. Instead of presenting the player with a buffet of equipment and choices to be made while playing, these modes now present complete equipment choices in one phase, while in the gameplay phase lets players focus their attention on using that equipment tactically. Since each player chooses their own equipment outside of the gameplay phase, a larger variety of items can be in play at any one time, while at the same time reducing the amount of items any one player has to worry about. You as a player only have to focus on one ranged weapon at any given time which gives you more time to focus on your specific weaponry and your specific strategies.

Deathmatch is not the same as the other modes though, and splitting up class choices between phases might not be the correct path here. We still would like to get some of the same positive effects. To achieve the higher variety while lessening complexity, our idea is to instead of having a fixed set of weapons spawn in any given map, the map designer places equipment spawn-zones throughout the map and selects a default equipment theme. These spawn points then spawn crates of equipment for the player to pick up. When you pick up a crate containing a ranged weapon, you discard the ranged weapon you’re currently using. This makes sure that you never have to worry about too many different weapons, which again puts the strategic choice to the moment of pickup. “Do I want to use rockets, or my current gun?”, and the tactical problems to later, “how should I best shoot my rockets?”.

Indicators will appear with a timer showing where and when the next crate will appear, giving players ample time to relocate and fight over control. This changes which locations on a map are of interest at any one point, resulting in a more dynamic and shifting game.

To add increased variety to the mode, at the start of the map, the game randomly selects the starting equipment which is shared by all players (Defender Hulls with jet shoes, or Stealth Hulls with shield belts?), making each match unique.

Our hope is that this will introduce a sort of controlled chaos to the game mode that will enhance the experience.


SINGLE PLAYER

What we’ve been talking about so far is a part of the game that is best experience with a friend or two to play with. This has always been the core strength of Cobalt. However, not everyone has a second controller to hand over to a friend, especially not on a PC or Mac.

Our biggest challenge with Cobalt has always been to create a cohesive, progressive and non-repetitive Single Player mode. It’s been a challenge because each approach taken so far has entailed A LOT of content creation.

Our current approach is to include all the work put into multiplayer game modes, Challenges, Survival and the Adventure mode in one continues experience. Our plan right now is to have them presented in a Super Mario Bros. 3 style world map in which the player can progress and discover the game and the story.


XBOX

As mentioned in the beginning, we’ve started working with the excellent guys over at Fatshark to bring Cobalt to Xbox. This is of course a challenge in itself and will involve a lot of work on both our and Fatsharks part, but the work put into the port will also benefit the PC and Mac version of the game.

If anyone of you saw the Cobalt panel at Minecon we mentioned something extra that has to do with our collaboration with Fatshark – Fatshark is going to give online multiplayer a go for Xbox. IF it would become reality it’s definitely something we would want for the PC and Mac versions as well. There are a lot of hurdles to overcome to make it a reality but the collaboration with Fatshark has definitely breathed new life into the idea.


Last but not least I would like to thank everyone who visited us at Minecon! Both me and thewreck had a great time playing with all of you and the experience infused us with a lot of ideas of how to improve the game even more.

Also I’d like to recommend you all to read this excellent interview Trif did with thewreck: Part 1, Part 2.


Next post we’ll be talking 123!


Love,

Kinten


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Thanks everyone for a great Minecon 2012! http://www.oxeyegames.com/thanks-everyone-for-a-great-minecon-2012/ http://www.oxeyegames.com/thanks-everyone-for-a-great-minecon-2012/#comments Thu, 29 Nov 2012 03:34:39 +0000 thewreck http://www.oxeyegames.com/?p=1102 I want to thank everyone who showed interest in Cobalt during Minecon 2012! It was a fantastic weekend for us and I really enjoyed helping people around the Cobalt areas. We held our first official 1v1 DM tournament, in which community member Acontin won first place followed by Ivar from Sweden.

The version used at Minecon was v116 ALPHA, and is not yet available for download. Among other things, it featured a new game mode called Challenge. In Challenge, you focus on doing things as fast as possible, like getting from point A to B. Today we created more maps for the mode. Here is a sneak preview:

chillThrill

We have also added local high score lists with epic voice acting feedback by Kinten to all relevant game modes:

highscore

Huge thanks to all the volunteers during Minecon that made it all possible!

Thats it for today!

Good night!

/thewreck

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Our No More Sweden games http://www.oxeyegames.com/cells-our-no-more-sweden-game/ http://www.oxeyegames.com/cells-our-no-more-sweden-game/#comments Mon, 30 Jul 2012 15:05:21 +0000 kinten http://www.oxeyegames.com/?p=992 Hello! During the week-end of 19-22 we attended No More Sweden 2012. During this annual event we meet and hang with other indie developers and friends as well as take part of the game jam. The jam hands each team three words of which you are supposed to base a game that should be made within 48hrs. We made Cells based on the words evolution, simulation and one button. The game was completed in 12hrs and turned out pretty cool and addictive.

Besides Cells, we also made another game, headed by Tommaso, called EvoBeat. EvoBeat was created based on the same words as above

Download Cells here, and be sure to read the readme! Grab a friend, play it, have fun and let us know what you think!

Download EvoBeats here.

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No More Sweden 2012 and a Yellow House http://www.oxeyegames.com/no-more-sweden-2012-and-a-yellow-house/ http://www.oxeyegames.com/no-more-sweden-2012-and-a-yellow-house/#comments Mon, 23 Jul 2012 16:35:46 +0000 thewreck http://www.oxeyegames.com/?p=985 Hi everyone!

Oxeye just attended No More Sweden and made two small games! No more sweden usually offers words to base your game around and we got Evolution, Simulation and One Button Game. You can see screenshots of Cells and EvoBeats and what we are up to now in the gallery down below!

Hanging out with fellow game developers is usually a fantastic experience and this was no exception! To everyone that attended that we did not get a chance to talk to but that still want to discuss something, just send us an email at info@oxeyegames.com

This week me (thewreck), Kinten, Tommo visiting from Italy, and Frall will be working on Cobalt out of a yellow house in the south of Sweden. Kinten found an old AM radio and is now in the process of making a long range antenna so that we can listen to some Italian radio. Mollstam from Mojang has joined us as well and has taken it upon himself to head the cinnamon bun department to the pleasure of us all. I am investigating camera placement for the outdoor map theme in the Cobalt map editor since that needs to be addressed before an update can be released. Frall is working on maps and experimenting with the new tiles that have been implemented over the past week. Tommo is working on the OSX and Linux port of the engine. Check out the gallery below for some on location photos!

Beat_1_beginning
Beat_2_divides
Beat_3_chaos
Cells_1-titleScreen
Cells_aggressiveStart
Cells_earlySpread
Cells_purpleColonyDomination
Cells_purpleMassivePulse
Cells_purpleSpikedCharge
Cells_spikedHunter
House_bunny
House_buns
House_frallTestingCobaltMaps
House_kintenHaxxoring
House_kintenLookingForWire
House_kintenMakingAnAntenna
House_mollstam_kinten
House_thewreck_frall_tommo
House_thewreck_frall_tommo_2
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Back from USA! http://www.oxeyegames.com/back-from-usa/ http://www.oxeyegames.com/back-from-usa/#comments Tue, 03 Apr 2012 18:52:19 +0000 thewreck http://www.oxeyegames.com/?p=760 Hi everyone!

As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.

After the gdc, me, kinten and another friend moved our cobalt development operations to an apartment in San Francisco for two weeks. Armed with our laptops we went exploring the breakfast offerings during the morning
breakfast

the office cafés during the day
worktime

the night life during the night
nightlife

and the sights during the weekends.
sight

We managed to snap a lot of reference photos and recorded a bunch of sounds for the future. In regards to direct Cobalt development, I worked mostly on improvements to the editor, which is why many of the changes we have made will not be appearing in the v103 change-log. For example, the tiles browser has been remade, now supporting selecting multiple tiles (randomly picking between them after each placement) as well as rather advanced free text filtering.
tilesBrowser

The last week in USA, we went on a road trip along highway 1, through Santa Cruz, San Diego, through the Mojave desert to Los Angeles and finally flew home from Las Vegas proudly sporting my minecraft t-shirt. Now, it is time to get v103 ready for upload. We have no current estimate, but our current goal is to simply wrap it up, test it, and upload it.

Highway1_01
Highway1_02
Highway1_03
Highway1_04
Highway1_05
Highway1_06
Highway1_07
Highway1_08
Highway1_09
Highway1_10
Highway1_11
Highway1_12
Highway1_13
Highway1_14
Highway1_15
Highway1_16
Highway1_17
Highway1_18
Highway1_19
Highway1_20
Highway1_21
Highway1_22
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Cobalt Alpha Plan Update (again) http://www.oxeyegames.com/cobalt-alpha-plan-update-again/ http://www.oxeyegames.com/cobalt-alpha-plan-update-again/#comments Mon, 31 Oct 2011 23:43:54 +0000 thewreck http://www.oxeyegames.com/?p=599 Hi!

Delays and all that has got to be one of the most depressing parts about game development. I’m really looking forward to getting the alpha out so people can start digging their teeth into the game!

However, the fact of the matter is that the alpha is not possible to deploy yet =(.

We are working to release the alpha as soon as possible, and to avoid unnecessary speculation, I will not guess about any ETA.

Check out Jeb_’s tweet about it too!
http://twitter.com/#!/jeb_/status/130223883646279680

Again, if you want to discuss the game, I’m idling in #cobalt on IRC, esper.net

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Crunchin’ http://www.oxeyegames.com/crunchin/ http://www.oxeyegames.com/crunchin/#comments Tue, 19 Oct 2010 00:38:14 +0000 jeb http://www.oxeyegames.com/?p=421 Crunchin’ is not like surfin’ – not as cool and far less enjoyable. For some.
To us it’s a lifestyle. Crunching (intense working that more often than not leads to bloodshot eyes and veins being popped) is what we love – and crunching to get the IGF demo ready is what we’ve been doing the last couple of weeks.

So what have we learned?
First and foremost we discovered that our main character’s name is Cobalt and not Blueface or Shitface or Metalface or whatever we’ve been calling him/her in the past.
We’ve established a direct line of communication to Cobalt (who is currently stationed at Trunkopia) to avoid further confusion.

We’ve also discovered a new talent amongst us! Actually he’s not new, he’s pretty old (member of Oxeye), but when it comes to words the only ones Jens have been cranking out have either been code related or hasty words of affection jotted down on postcards .
Until now that is.
Surveys show that since he took over the editing department of the Galactipedia Encyclopedia Profundus customer satisfaction has gone up exponentially.
Confusion remains unchanged.
A sample of his latest creative outburst can be viewed below.
In fact, he’s writings have been so popular at the company HQ that he’s taken the prodigious Mattias (aka Anosou) as his writing apprentice.

Speaking of Mattias, another thing we’ve learned during these past few weeks is that his musical genius spreads beyond human comprehension. He’s fast to. You only have to hint the idea of a new tune and before you’ve uttered the last words explaining the song you’ll have it blasting through your headphones.

We’ve also been tinkering with co-op. Cobalt has been nagging us about it for some time now. I guess loneliness knows no decency.

Last but not least, I, Pontus (Kinten), have had to slowly accept the fact that I no longer sport a fantastic beard. I accidentally shaved it all off using a rogue trimmer.
Support mails concerning this are appreciated.

Until next time, swim calmly (Swedish expression).
/Kinten

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The Future Requires Pickaxes http://www.oxeyegames.com/the-future-requires-pickaxes/ http://www.oxeyegames.com/the-future-requires-pickaxes/#comments Wed, 06 Oct 2010 17:19:09 +0000 jeb http://www.oxeyegames.com/?p=385 OF DIAMONDS

This is just a small update on the matter that I will be working at Mojang this winter and onward. Mojang, and especially its founder Markus Persson (Notch), is pretty famous for the game Minecraft, and I really look forward to helping them out! This feels like a perfect match to me. I’ll be able to do what I feel I do the best, and Mojang is a successful company that has the “indie spirit.”

This will not change matters for Oxeye very much, either. Project B is mainly developed by thewreck and Kinten, and if anything it could even help Oxeye a little since I will need to move to Stockholm, where they already live :)

About Project B, we will be announcing its new name very soon!

// jeb

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When Darkness Surrounds Us http://www.oxeyegames.com/when-darkness-surrounds/ http://www.oxeyegames.com/when-darkness-surrounds/#comments Tue, 14 Sep 2010 19:01:24 +0000 jeb http://www.oxeyegames.com/?p=373 Our little fellow Blueface has been a little low lately. All alone and working every day… Summer has been cold too, and all we’ve got is the grim darkness of the Swedish winter to look forward to.

But then, from beautiful California, there shines a light at the end of the tunnel! Spelunky and Meat Boy are hanging out and seem to have a great time. Blueface just had to send a big…

Hello!!! Be seeing you at GDC ‘11!

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